Ara's Sorcerer Guide

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Sorcerer
Ara-Sorcs.png
Job Base: Mage/Sage/Scholar
Written By: Ara
Job Bonuses
STR AGI VIT INT DEX LUK
4 4 8 14 10 5


Overview

Hi, I'm Ara, and welcome to my Sorcerer guide. :> I've been playing Sorcerer for a while, and I thought I'd share some stuff I've learned, lol. My discord is Ara#6193 if you have any questions, or if you think I missed something/got something wrong. Thank you!

Sorcerers excel at inflicting and boosting elemental (Fire, Earth, Water, and Wind) damage, as well as supporting allies with their various buffs. They're also a nice source of Vitamin C SP, with Health Conversion and Soul Change. As long as you keep a sorc healed up (and they have at least 5 SP), your party should never be running out of SP.

Stats

I've listed some of the more important things that each of the 6 stats increase. Keep in mind that TOTAL stats means the total of base stats + bonuses.

  • STR - Recommended: 1-60.

    Used mostly to increase carrying capacity. As a Sorcerer, you'll be carrying a lot of materials, be it Gemstones, Potions, or Cool Rocks That You Use To Summon Things. Only base STR will increase carrying capacity, bonus STR from buffs and equipment will not.

  • AGI - Recommended: Varies.

    Increases ASPD and FLEE. Since many Sorcerer spells have hard cooldowns (not reduced by ACD), ASPD isn't too useful for us UNLESS you're playing a fleetank (tank hits by dodging them with FLEE) or a Spellfist build. 100 total AGI will make you immune to Sleep.

  • VIT - Recommended: 100+ Total

    Increases MaxHP and DEF. Although Sorcerers's base HP is one of the worst, having a bit more HP will allow you to not die when sacrificing your own HP in Health Conversion. Remember that Sorcerer is mainly a support class, and you need to be alive to support your party members! 100 Total VIT will make you immune to Stun.

  • INT - Recommended: 120

    Increases MATK, MDEF, and maxSP. Many Sorcerer spells also use INT directly in its damage calculation, so having as much INT as you can is a good idea. Soul Change also gives your target SP equal to half of your current SP, so higher maxSP will let you give more SP to allies. INT also reduces variable cast time by a little bit. 100 total INT will make you immune to Silence and Blind.

  • DEX - Recommended: 1 or 120, depending on your build.

    Reduces variable cast time. Keep in mind that you need (DEX * 2) + INT = 530 to achieve 0 variable cast time. If you plan on using Temporal Boots of Dexterity [1], you will need at least 120 DEX. If you plan on using Illusion Leg B-Type [1] AND plan on reaching fast casting via stacking VCT% on your gears, you may take 1 base DEX.

  • LUK - Recommended: 1-60.

    Increases.... many things. Notable for us is that it increases MATK (though not as much as INT) and Perfect Dodge. LUK gives resistances to many statuses (such as Stone Curse and Frozen) but does not make you immune to them at 100 total LUK. 100 total LUK will, however, make you immune to Curse. 0 total LUK (from -LUK from Essence of Evil VIT 3) will also make you immune to Curse. But I mostly suggest you can carry Panacea or Holy Water if you really don't want to be cursed.

Skills

Mage Skills

Skill Effect Notes
9.png Increase SP Recovery Increases natural SP recovery and SP recovery from consumables.

Max level: 10

Exactly what the skill name is: Increases SP Recovery. If you don't have anything to do with your points, throwing them in here isn't a bad choice. Not only does it improve your natural SP recovery, it makes your SP pots better, so you technically save money.
10.png Sight Reveals hidden units around you.

Max Level: 1

Useful for revealing hidden units around you!
11.png Napalm Beat Inflict Ghost Property damage to a target.

Max level: 10

I pretty much only have this because it's a prereq for Safety Wall.
12.png Safety Wall Consume 1 Blue Gemstone to place a barrier on the ground. Standing in the barrier will block melee hits until the duration runs out, you take a certain amount of hits, or a hit exceeds the Safety Wall's HP.

Max level: 10

Higher levels will block more hits and last longer. Note that if the melee hit is like, super strong, it can break the safety wall in a single hit. On the other hand, very fast, weak hits can also shred a safety wall.
13.png Soul Strike Inflicts Ghost Property damage to a target. Does extra damage to Undead race enemies.

Max level: 10

If you're leveling on Undead Monsters, you can consider using this skill, but I only take it as the prerequisite for Safety Wall. I prefer using Fireball, which does damage in an area, when I fight Undead monsters to level, since a lot of them tend to be both Undead Race and Element.
14.png Cold Bolt Inflict Water Property damage to a target.

Max level: 10

Cold Bolt is a good choice to use with Spellfist, because Aqua's bonus MATK is more useful than Agni's bonus ATK when summoned.
15.png Frost Diver Inflict Water Property damage to a target, and has a chance to freeze the target.

Max level: 10

I don't really use this, but I've seen some people use it in BG to apply Frozen to people, since not as many people run Frozen-immune nowadays.
16.png Stone Curse Consume 1 Red Gemstone to attempt to inflict Stone Curse on a target.

Max level: 10

At level 6+, failing the cast no longer consumes the gemstone. Keep in mind that the cast range for this skill is incredibly small. Like, melee range.
17.png Fire Ball Inflict Fire Property damage to a target and enemies surrounding the target. Enemies damaged by the splash will take 3/4ths the damage inflicted.

Max level: 10

My go-to skill for leveling to 85. You'll want to group monsters together to use this efficiently.
18.png Fire Wall Place a Wall of Fire on the ground. Enemies that walk into the cells will be knocked back and take Fire Property damage. Each cell of Fire Wall will break after a certain amount of hits. Undead Enemies will not be knocked back, but will take the max amount of hits per cell and break each cell immediately into walking into it.

Max level: 10

Alright I'm gonna be real, I suck at using this spell. But it's really good for leveling, keeps stuff away from you, and does a lot of damage to Undead stuff since they don't get knocked back, they just take all the damage head-on like a champ.
19.png Fire Bolt Inflict Fire Property damage to a target.

Max level: 10

Use this before you get Fire Ball since you'll probably be in Payon Dungeon killing Zombies/Skeletons.

Tip: You can select the skill with your hotkey, and then scroll up and down to change the level you're casting this as. So you can calculate exactly what level you need to oneshot Zombies to save SP. You can also max this if you're playing a Spellfist build vs Undead or Earth element enemies.

20.png Lightning Bolt Inflict Wind Property damage to a target.

Max level: 10

For Spellfist builds, or if you're leveling by killing Water element mobs before you become a Sorcerer. It's much harder to boost Lightning Bolt damage vs Fire and Cold bolt, as there's no Imp/Siroma card equivalent, Elvira card is much more expensive than Mavka and Headless Mule, and there's no Faceworm Lavae/Nightmare Ancient Mummy equivalent released yet (not counting Gioia, an MVP card).
21.png Thunderstorm Inflict Wind Property Damage to an area

Max level: 10

I've literally never even seen this spell outside of some GMT mobs casting it.
157.png Energy Coat Reduce damage taken at the cost of losing SP every time you are hit.

Max level: 1

Even vs attacks that do "non-reducible damage," Energy Coat will reduce it. If you wanna be tankier at the cost of some SP drain, make sure to keep Energy Coat on. Keep in mind that it takes some of your SP every hit you take, so someone hitting you at 193 ASPD will shred your SP. At 0 SP, the next hit you take will cancel Energy Coat. The reduced damage depends on your current %SP, higher = more reduction.

Also, this is a Platinum Skill so it doesn't cost you points. Talk to the Platinum Skill NPC in the Main Office, Basement, if you are missing this skill.

Second Job/Transcended Skills

Skill Effect Notes
274.png Advanced Book Increases ASPD and ATK when equipped with a Book weapon.

Max Level: 10

For Spellfist builds, take level 10 for the 5% ASPD. The ATK is negligible.
275.png Cast Cancel Cancels a spell before casting is complete, and refunds a portion of the SP.

Max Level: 5

Nice when you're leveling, in case you want to stop a long cast, but usually unnecessary later on since everything is gonna be too fast for you to cancel anyway.
276.png Magic Rod Absorb a targetted magic spell cast on you and recover SP when successfully absorbed. Lose SP if the absorbed spell is Spellbreaker.

Max Level: 5

Lets you dodge single target magic for a short duration. If you time it well, you can dodge spells such as Fenrir's Tetra Vortex with this skill. Lower levels give lower ACD, so you can actually spam level 3 faster than level 5.
277.png Spellbreaker Cancels an enemy's spell, mid-cast. Successful Spelllbreaks will inflict 2% of the target's MaxHP. At level 5, successful Spellbreaks will also recover your own HP. Success chance is 10% on boss monsters.

Max Level: 5

Gives you a 10% chance to break a cast on an MVP monster, or 100% to break cast on a normal enemy. In parties, you can spam Spellbreak on bosses that have cast bars to cancel their mechanics.
278.png Free Cast Allows autoattacking and moving while casting spells. Attack Speed and Movement Speed are reduced during spell casts, higher levels reduce the penalty.

Max Level: 10

Okay so... this used to be really cool, but there was a bugfix where it actually reduces your ASPD when casting now, so it's really bad unless you take it at level 10. This is since the aspd drop is so big that you go down to like 80~ ASPD, and you get super stuck in animation.
279.png Autospell Grants a chance to automatically cast spells when autoattacking. Higher levels allow a greater pool of skills to be selected, and a higher chance to occur.

Max Level: 10

Nice for Spellfist builds, combo it with Double Cast. It's nice because you can choose what type of bolts you want to autospell. Keep in mind that autocast bolts WILL put you on aftercast delay, which makes refreshing your Spellfist buff a pain if you do not have enough ACD Reduction.
280.png Flame Launcher Endows an ally's weapon with Fire Property. Increases an ally's Fire Property Magic damage.

Max Level: 5

Fire endow. Max this to increase Striking Effectiveness. Will override other Endows and Aspersio. Each skill level will increases the Fire Magic damage by 1%, so 5% at level 5.
281.png Frost Weapon Endows an ally's weapon with Water Property. Increases an ally's Water Property Magic damage.

Max Level: 5

Water endow. Max this to increase Striking Effectiveness and Diamond Dust damage. Will override other Endows and Aspersio. Each skill level will increases the Water Magic damage by 1%, so 5% at level 5.
282.png Lightning Loader Endows an ally's weapon with Wind Property. Increases an ally's Wind Property Magic damage.

Max Level: 5

Wind endow. Max this to increase Striking Effectiveness and Varetyr Spear damage. Will override other Endows and Aspersio. Each skill level will increases the Wind Magic damage by 1%, so 5% at level 5.
283.png Seismic Weapon Endows an ally's weapon with Earth Property. Increases an ally's Earth Property Magic damage.

Max Level: 5

Earth endow. Max this to increase Striking Effectiveness and Earth Grave damage. Will override other Endows and Aspersio. Each skill level will increases the Earth Magic damage by 1%, so 5% at level 5.
284.png Dragonology Increase damage dealt to Dragon Race enemies, and reduces damage taken from Dragon Race enemies. Gives up to 5 INT.

Max Level: 5

Usually, just take this if you want the 5 INT. The Dragon resist is extremely useful for the Monster Hunter 2 Star Boss, Garronath.
285.png Volcano Consume 1 Yellow Gemstone to create an area that increases ATK and Fire Property damage of all units standing in the area.

Max Level: 5

Great to use if Fire, Water, or Wind will not give elemental advantage to whatever you're fighting, and you don't need to be standing on a Land Protector. Wall of Fog cannot be cast on affected cells.

Only one of Volcano, Deluge, Violent Gale, or Land Protector can be cast at a time by the same player. Subsequent casts will remove the current land effect. If you already have a Volcano, Deluge, or Violent Gale on the map (cast by you, not someone else), does not consume any Gemstones. Cannot be cast on any cells that are affected by any other skill.

286.png Deluge Consume 1 Yellow Gemstone to create an area that increases MaxHP, Healing, and Water Property damage of all units standing in the area.

Max Level: 5

Wall of Fog's duration is doubled.

when cast on top of affected cells. Only one of Volcano, Deluge, Violent Gale, or Land Protector can be cast at a time by the same player. Subsequent casts will remove the current land effect. If you already have a Volcano, Deluge, or Violent Gale on the map (cast by you, not someone else), does not consume any Gemstones. Cannot be cast on any cells that are affected by any other skill.

287.png Violent Gale Consume 1 Yellow Gemstone to create an area that increases Flee and Wind Property damage of all units standing in the area.

Max Level: 5

Wall of Fog cannot be cast on affected cells.

Only one of Volcano, Deluge, Violent Gale, or Land Protector can be cast at a time by the same player. Subsequent casts will remove the current land effect. If you already have a Volcano, Deluge, or Violent Gale on the map (cast by you, not someone else), does not consume any Gemstones. Cannot be cast on any cells that are affected by any other skill.

288.png Land Protector Consume 1 Yellow Gemstone and 1 Blue Gemstone to protect an area, and no ground-based skills will be able to be cast on affected cells.

Max Level: 5

Gets rid of land-based effects in the aoe, and prevents targetting of land-based magic on the affected areas. Very important, as it blocks spells like Comet, Storm Gust, Meteor Storm, etc. so that your party isn't wiped/hitlocked/knocked back. Does not work vs physical skills (Dragon Breath, Rapid Throw, etc.) or kinda weird stuff like Earthquake. If you cast an LP on a different Sorcerer's LP, the overlapping section will be removed. Only one of Volcano, Deluge, Violent Gale, or Land Protector can be cast at a time by the same player. Subsequent casts will remove the current land effect.
289.png Dispel Consume 1 Yellow Gemstone to remove buffs and debuffs from the target.

Max Level: 5

Removes many, but not all, buffs and debuffs from the target. This is usually used to remove skills like Defender, Reflect Shield, Hallucination Walk, Max Pain, and Agi Up (not a full list) so that your ally DPS can do damage better. You can also dispel your allies to remove debuffs.
290.png Abracadabra Consume 2 Yellow Gemstones to cast a random skill.

Max Level: 10

This skill is extremely random. Higher levels give a larger pool of possible skills. Level 6 is used to tame monsters. Level 10 is used for the possibility of transforming monsters into MVPs.

Each cast has a chance to give you a skill called "????" which can either tame monsters, transform a monster into a MVP, transform a monster into a Poring, or instantly kill a monster. You cannot reduce the cost of this skill below 1 Yellow Gemstone.

373.png Health Conversion Converts a portion of your HP into SP.

Max Level: 5

Use this with Soul Exchange to charge your SP, then give SP to your allies. Remember, the SP cost for this skill is 5 SP, so if you go under 5 SP you'll have to recover some SP first before using it. Also be sure not to die when you're low HP because of this skill.
374.png Soul Change Exchange your SP with an ally. Half of both player's are consumed in this exchange.

Max Level: 1

Swaps your SP with your target ally's SP, and then halve both. For example, if you have 200 SP and your target has 50 SP, afterwards you have 25 and your target has 100. To target an ally, either use the party menu or shift-click on their sprite. When used on a monster, restore 3% SP.
375.png Soul Burn Has a chance to reduce a target's SP to 0. On failure, will reduce your own SP to 0. At level 5, will also do damage on the affected player.

Max Level: 5

I believe this only works in PvP, but gives a chance to drain all of your target's SP. If you fail, you drain all your SP instead, so be careful and carry SP potions if you use this. At level 5, will also do damage to your target on success and yourself on failure. Chance doesn't increase from level 4 to 5, so if you wanna use it in PvP you usually use level 4 to save you a skill point, since you save a skill point and the damage is negligible anyway.
402.png Mind Breaker Increases an enemy's MATK by 100% while decreasing their Soft MDEF. Only works on PvP maps.

Max Level: 5

This skill is now disabled in WoE! There's no point in using this skill!!!
403.png Memorize Halves the variable cast time of the next 5 skill casts.

Max Level: 1

Useful for lower levels, but at max level, you should have near instacast. Plus, doesn't affect fixed cast. This is consumed by any skill cast, including any skill that has no cast time at all.
404.png Wall of Fog Covers an area in Fog. Units in Fog will take 75% less damage from ranged autoattacks, and 25% reduced damage from ranged skills. In addition, any skills targeted into the affected area has a 75% chance to fail.

Max Level: 1

Kind of like Pneuma, but only reduces ranged damage instead of dodging it completely. It's nice in that you can safety wall inside it, so you can block melee attacks and also reduce incoming ranged damage by an entire 75%. Not only that, but there's an increased chance for ranged attacks to miss, and targeted skills targets inside the fog has a 75% failure rate. Put a point in here, it'll be worth it.
405.png Spider Web Consume 1 Cobweb to snare an enemy. Fire damage against webbed enemies will do double damage, but destroy the web.

Max Level: 1

You can only Spider Web up to 2 targets at a time, and the limit lasts until the visual effect disappears. It's removable by land-clear, such as Land Protector, so if you LP your own Spider Web, you can cast another one since it's gone. Doesn't work in instances.
90.png Earth Spike Inflicts Earth Property damage to a target.

Max Level: 5

Hey remember Fire/Ice/Lightning Bolt from the Mage branch? It's like that, but Earth, and doesn't even work with Spellfist. :)
91.png Heaven's Drive Inflict Earth Property damage to an area.

Max Level: 5

Usually you use this in PvP modes. You can use this to reveal a Doram using the Doram Hide (where they turn into a bush) and get rid of Silvervine Root Twist (the Doram root) by casting it under whoever's rooted.

Third Job Skills

Skill Effect Notes
2443.png Fire Walk Allows you to leave behind a trail of Fire where you walk. Enemies that walk on the affected areas will take Fire Property damage.

Max Level: 5

I've been told that this skill's decent for 2445.png Spellfist builds, but I've never personally tried it. Doubt it's that great.
2444.png Electric Walk Allows you to leave behind a trail of Lightning where you walk. Enemies that walk on the affected areas will take Wind Property damage.

Max Level: 5

Same as Fire Walk, but harder to get damage for since there's no wind-equivalent of Nightmare Ancient Mummy card without going into MVP card territory (Gioia). So even worse.
2445.png Spellfist Cancels a bolt skill mid-cast, and channels the damage into your next autoattacks.

Max Level: 10

This skill can only be cast during the cast time of a Bolt attack. That is, Cold Bolt, Fire Bolt, or Lightning Bolt. Spellfist has a completely different build from normal sorcerer, so make sure you don't end up insta-casting bolts or else you're not going to be able to use this at all. Only works with manually casted bolts, so autocast bolts will not be able to be canceled into Spellfist. Your next couple melee attacks will do magic melee damage depending on bolt damage. Bolt-boosting cards and effects (Ju card, Imp card, etc.) will increase this damage. Dark Claw will boost this skill. Affects the next 3 * skill level number of hits. Level 10 is 30 hits!
2446.png Earth Grave Inflict Earth Property damage to an area. Can hit and reveal hidden targets.

Max Level: 5

Does respectable damage while revealing hidden targets. Keep in mind that it will NOT cancel or hurt someone using the Doram Hide. Does more damage based off the level of Seismic Weapon (Earth Endow) you have.
2447.png Diamond Dust Inflict Water Property damage to an area. Can Crystallize targets.

Max Level: 5

Crystallize is a very strong debuff in PvP modes. Affected units cannot cast skills, move, or use any items, and the only way to end Crystallize before the timer runs out is Clearance/Lauda Agnus from an Arch Bishop, Dispel/Warmer from a Sorcerer, Banishing Buster from an enemy Rebel, or being hit by any type of fire damage. Crystallized targets take more damage from Wind Property damage. In PvM, non-boss protocol monsters can also be Crystallized, but they will only be rooted for the duration. They will be able to hit you if you're within range, but they will not move. Does more damage based off the level of Frost Weapon (Water Endow) you have.
2448.png Poison Buster Inflict Poison Property damage to a Poisoned enemy. Removes Poison status effect on enemy.

Max Level: 5

Apparently this skill does a good chunk damage, but it has a cooldown. In addition, there's no poison magic boosting cards/equipment that I know of, so I wouldn't recommend investing into it. It's also annoying to actually poison the enemy in the first place.
2449.png Psychic Wave Inflict Neutral Property damage to an area. If the Sorcerer has a summoned Elemental Spirit at level 2, set to Passive Mode, Psychic Wave will do damage of the same element as the Elemental Spirit instead of Neutral.

Max Level: 5

Your main damage skill. Each tick of damage counts as a separate "hit," in a sense, so there's up to 7 chances per Psychic Wave to trigger on-hit effects such as Runaway Magic from Temporal Boots or Wickebine's Cat Ears' MDEF pierce. Does Neutral damage by default, but lets you use 4 other elements as well.
2450.png Cloud Kill Consume 2 Red Gemstone to place a Poison Cloud on an area. Enemies inside the area will take Poison Element damage and have a chance to be Poisoned.

Max Level: 5

A very good skill to proc on-hit effects with. At max level, it will do 48 ticks of damage over the entire duration, which is 48 changes for you to proc Runaway Magic, Wickebines', or whatever else you have.
2451.png Striking Buff an ally, giving them additional ATK and CRIT.

Max Level: 5

The ATK increase depends on your ally's weapon's level and the caster's Endow levels. The higher the Endow, the more ATK. Gives up to 172 ATK on an ally using a level 4 weapon, while your endows are maxed.
2452.png Warmer Place a Warmer on an area. Units inside the warmer heal a % of their max hp every couple seconds. Units inside Warmer cannot be Frozen, Freezing, or Crystallized.

Max Level: 5

Combined with Agni level 2 in passive move, this little fire thing heals a lot of HP. At higher levels, its fixed cast is reduced but cooldown is increased. I like to use it at level 2 or 3 so I can move it around a bit more. If you cast Warmer on a unit with one of those 3 cold looking debuffs, it will get rid of it. Notably, YOU CAN CAST THIS ON ENEMIES. You CAN, but you SHOULDN'T. The maxHP recovery is extremely strong on high health bosses, so be careful. If you're using this to heal or something during a boss fight, take care to not let the boss stay in the Warmer. Get rid of it with Land Protector if you have to.
2453.png Vacuum Extreme Place a small tornado thing on an area. Enemies inside the small tornado thing will be unable to move for a short period of time.

Max Level: 5

An AoE root. Enemies who pass through this will be rooted for a couple seconds, reduced by their Base STR. Works kind of weirdly vs players, since players are stopped only when they reach their current movement. So if someone walks through your vacuum by clicking on a cell that isn't part of the AoE, they'll finish walking before they stop.
2454.png Varetyr Spear Inflict Wind Property damage to a target and surrounding enemies. Has a chance to Stun.

Max Level: 10

Unlike Diamond Dust and Earth Grave, it's a targeted spell that has an AoE instead of being ground-based, similar to a Ranger's Arrow Storm. This means that you can use it on enemies standing on LP. This skill gets a lot of boots from stuff like Old Wind Whisper (from bio5) and Celia Alde Card (also from bio5). It's a real shame that we don't get a wind garment card to boost it yet (without going into MVP card territory) but still does very, very respectable damage if you build for it! Does more damage based off the level of Lightning Loader (Wind Endow) you have.
2455.png Arrullo Consume 1 Yellow Gemstone for a chance to inflict Deep Sleep status to an area.

Max Level: 5

An extremely strong skill in PvP modes, since there's no way to resist Deep Sleep. Chance scales with your INT.
2456.png Elemental Control Change your Elemental Spirit's mode.

Max Level: 4

Commands your Elemental to change modes. Level 1 is Passive, 2 is Defensive, 3 is Offensive, and 4....kills your elemental.
Passive: Gives various buffs to you.
Defensive: Gives various usually-defensive buffs to you.
Offensive: Commands your Elemental to attack.

Cast the same level twice to return it to Idle mode (not the same as Passive) where it doesn't do anything. When your Elemental runs out of SP, it will automatically go into Passive (level 1) mode.

2457.png Summon Agni Consume 3 Red Blood/6 Red Blood/1 Flame Heart to Summon Agni, the Elemental Spirit of Fire

Max Level: 3

Agni's main stat is ATK, so you don't really get much from that. He even looks buff. Notably, Agni level 2 on Passive mode will make your Warmer heal a lot more than normal. It costs 3 Red Blood to summon level 1, 6 Red Blood to summon level 2, and 1 Flame Heart to summon level 3.
2458.png Summon Aqua Consume 3 Crystal Blue/6 Crystal Blue/1 Mystic Frozen to Summon Aqua, the Elemental Spirit of Water

Max Level: 3

Aqua's main stat is MATK, which makes it ideal for when you just want more damage magic damage. Notable things Aqua can do include Level 1 on Defensive Mode giving you a mini Devotion, and Level 2 on Passive gives additional Crystallization chance on 2447.png Diamond Dust.
2459.png Summon Ventus Consume 3 Wind of Verdue/6 Wind of Verdue/1 Rough Wind to Summon Ventus, the Elemental Spirit of Wind

Max Level: 3

Ventus likes to increase ASPD and reduce Fixed Cast Time. Any level Ventus on Passive Mode will increase your ASPD by 5 and reduce your FCT by 1 second, which allows you to instacast a lot of your skills. Ventus level 1 on Defensive Mode will let you run fast and dodge things. It's my favorite.
2460.png Summon Tera Consume 3 Green Live/6 Green Live/1 Great Nature to Summon Tera, the Elemental Spirit of Earth

Max Level: 3

Tera has survivability stuff, like DEF and HP. That's about it. Yup.
2461.png Elemental Action Commands your Elemental to attack once.

Max Level: 1

For those who actually just wanted to play Pokemon, but didn't want to raise a Homunculus on a Genetic. Your elemental may take aggro/damage when you use this, so not recommended to use. They don't do much damage anyway
2462.png Four Spirit Analysis Changes Flame Heart, Mystic Frozen, Rough Wind, or Great Nature into Red Blood, Crystal Blue, Wind of Verdue, or Green Lives, or the latter into the former.

Max Level: 2

Level 1 changes Flame Heart, Mystic Frozen, Rough Wind, or Great Nature into Red Blood, Crystal Blue, Wind of Verdue, or Green Lives. How many are produced are random. Level 2 converts 10 of the lesser stones into 1 greater one.
2463.png Spirit Sympathy Allows your Elemental Spirit to have more MaxHP, and reduces your own SP Consumption.

Max Level: 5

I personally don't use this at all, since Elementals die really easily either way, and I've got HP Conversion to keep my SP up.
5008.png Elemental Shield Consume 1 Blue Gemstone and your current Elemental Spirit to cast Safety Wall and Pneuma on all party members on your screen.

Max Level: 5

Your Elemental Spirit will die when you cast this. :(

This is the only way to cast both Pneuma and Safety Wall on the same cell. Higher Levels only increase duration of the SW/Pneuma, so I recommend only taking this at level 1, since the SW/Pneuma duration seems to already be higher than the normal skills.

2464.png Spirit Cure Consume 10% of your own HP and SP to restore 10% of your Elemental's HP and SP.

Max Level: 1

Honestly I like to just summon a new Elemental Spirit, but this is nice if your Summon spell is on cooldown still. Also saves you some Materials.
2465.png Fire Insignia Place a Fire Insignia on the floor. Units inside any Fire Insignia will take 50% more damage from Water Element damage. Fire Element units will regain a % of their maxHP every couple seconds, while Earth Element units will lose a % of their maxHP every couple seconds.

Max Level: 3

In addition to the effects listed that every Fire Insignia has, each level of Fire Insignia will do something different.
Level 1 increases natural SP and HP recovery of Agni when he's in the Fire Insignia.
Level 2 will endow units inside with Fire Element weapon, increase Fire Property Physical damage by 10%, and give +50 ATK.
Level 3 will boost Fire Property Magic damage by 25% and give +50 MATK.
2466.png Water Insignia Place a Water Insignia on the floor. Units inside any Water Insignia will take 50% more damage from Wind Element damage. Water Element units will regain a % of their maxHP every couple seconds, while Fire Element units will lose a % of their maxHP every couple seconds.

Max Level: 3

In addition to the effects listed that every Water Insignia has, each level of Water Insignia will do something different.
Level 1 increases natural SP and HP recovery of Aqua when she's in the Water Insignia.
Level 2 will endow units inside with Water Element weapon, increase Water Property Physical damage by 10%, and boost incoming healing by 10%.
Level 3 will boost Water Property Magic damage by 25% and reduce Aftercast Delay of Water Magic spells by 30%.
2467.png Wind Insignia Place a Wind Insignia on the floor. Units inside any Wind Insignia will take 50% more damage from Earth Element damage. Wind Element units will regain a % of their maxHP every couple seconds, while Water Element units will lose a % of their maxHP every couple seconds.

Max Level: 3

In addition to the effects listed that every Wind Insignia has, each level of Wind Insignia will do something different.
Level 1 increases natural SP and HP recovery of Ventus when she's in the Wind Insignia.
Level 2 will endow units inside with Wind Element weapon, increase Wind Property Physical damage by 10%, and grant 10% ASPD.
Level 3 will boost Wind Property Magic damage by 25% and reduce Aftercast Delay of Wind Magic spells by 50%.
2468.png Earth Insignia Place a Earth Insignia on the floor. Units inside any Earth Insignia will take 50% more damage from Fire Element damage. Earth Element units will regain a % of their maxHP every couple seconds, while Wind Element units will lose a % of their maxHP every couple seconds.

Max Level: 3

In addition to the effects listed that every Earth Insignia has, each level of Earth Insignia will do something different.
Level 1 increases natural SP and HP recovery of Tera when he's in the Wind Insignia.
Level 2 will endow units inside with Earth Element weapon, increase Earth Property Physical damage by 10%, and grant +500 MaxHP and +50 DEF.
Level 3 will boost Earth Property Magic damage by 25% and grant +50 MaxSP and +50 MDEF.

Elementals

Level 1 Elementals

Agni Aqua Ventus Tera
Passive Pyrotechnic:
+60 ATK
Water Play:
+40 MATK
Gust:
+5 ASPD
-1s FCT
Petrology:
+5% MHP
Increases chance to 16.png Stone Curse
Defensive Circle of Fire:
Reflects melee damage and knocks back.
Water Screen:
Redirects damage taken to Aqua.
Note that once the redirected damage exceeds Aqua's HP, she will die.
Wind Step:
Greatly increases movement speed
+50% FLEE
Solid Skin:
+2000 MHP
+25% DEF
Offensive Fire Arrow:
Single target fire damage
Ice Needle:
Single target water damage
Wind Slash:
Single target wind damage
Stone Hammer:
Single target earth damage
Has a chance to stun

Level 2 Elementals

Agni Aqua Ventus Tera
Passive Heater:
+120 ATK.
Increases Fire Walk damage by 30%.
Increases Warmer healing by +10%.
Psychic Wave endowed with Fire Element.
Cooler:
+80 MATK.
Increases Diamond Dust damage by 300%.
Increases Crystallization chance by 15%.
Psychic Wave endowed with Water Element.
Blast:
+5 ASPD
-1s FCT
Increases Electric Walk damage by 30%.
Increases Varetyr Spear damage by 300%.
Psychic Wave endowed with Wind Element.
Cursed Soil:
+10% MaxHP Increases Cloud Kill damage by 60%.
Increases Earth Grave damage by 300%.
Increases Poison Buster damage by 300%.
Psychic Wave endowed with Earth Element.
Defensive Fire Cloak:
+100% Fire resistance.
-100% Water resistance.
Water Drop:
+100% Water resistance.
-100% Wind resistance.
Wind Curtain:
+100% Wind resistance.
-100% Earth resistance.
Stone Shield:
+100% Earth resistance.
-100% Fire resistance.
Offensive ??? ??? Hurricane:
Single target wind damage
???

Level 3 Elementals

Equipment

I've dumped all the gear I could think of here, and then I'll go more in-depth in each build section on what gear is for what build.

Upper Headgear

Item Way to obtain Effect Notes
Wind Whisper [1] Sorcerer Job Change
INT +1, DEX +1, MDEF +5.
When pure Int is 120, MATK +10, Flee +3.
Your very first Sorcerer-only hat! Until you get something better, you can use this. It's got a slot too, so you can put in something useful for early leveling, like Isilla Card.
Old Wind Whisper [1] Bio5(Tomb of Horror) Crafting
All Stat + 1
Max HP + 1% and Max SP + 1% per 2 upgrade levels of the item.
Atk + 4 and Matk + 1% per upgrade level of the item.
Mdef + 5
Increases the damage of 2448.png Poison Buster by 15% and 2454.png Varetyr Spear by 20% per 2 upgrade levels of the item.
Looks a lot like the normal Wind Whisper, but is a lot harder to get. Mainly boosts 2454.png Varetyr Spear, but you can get Magic Essence enchants on it, which reduces fixed cast time by .1 second per level of the enchant. This lets you get instacast on a lot of your skills without having to use Ventus on Passive!
Spell Circuit [1] Gold Coin Shop, Weekly Coins Shop
Matk + 20 per 2 refine rate.
If refine rate is 7 or higher, reduce variable casting time by 10%.
If refine rate is 9 or higher, increase neutral and shadow property magic damage by 10%.
If refine rate is 11 or higher, increase water, wind, earth and fire property magic damage by 10%.
Each refine rate above 10 will reduces fixed casting time by 0.1 second (up to 15).
When equipped with Mental Stick [1], increase 2449.png Psychic Wave damage by 5% every 2 refine rate of Mental Stick.
If you combo this with a Mental Stick [1], it boosts your 2449.png Psychic Wave's damage massively. If you can get a +11 or higher, you can also reduce some FCT but it's pretty hard to get. This hat is really nice to have though! You can buy the [EVT] version of this hat in the Weekly Coin shop, which is untradable but much cheaper.
Wickebine's Black Cat Ears [0] Custom Headgear Quests
Increases critical attack damage by 10%.
Adds 5% chance magical defense ignored for 5 seconds when dealing magical damage.
FLEE +10
MDEF scaling is really hard on magic classes. The 100% MDEF pierce is really good vs both high and low MDEF enemies, and 5% proc is actually really easy since it's a chance per tic of damage per enemy.That's to say, if you cast a level 5 Psychic Wave that hits 10 enemies for 7 hits each, that's 70 chances for the 5% proc.
Zaha Doll Hat [1] Siege Token Shop, Summer Festival (Plushie Claw), Weekly Coin Shop
INT +3, MDEF +9.
Increase Magic Damage to Undead by 10%.
When using or receiving magic attacks, you have a chance of transforming into the fairy 'Bacsojin'.
While transformed, you drain SP by 10 per second and you gain increased magical damage.
The refine rate increases the duration and the damage increase of the transformation.
For every refine on a Zaha Doll Hat, the proc will reduce your fixed cast by .8 seconds. This allows you to get instacast on your spells with more than .5 seconds of fixed cast time without using Ventus, but it's not really that reliable.
Skull Cap [1] Nova Shop
MATK +2%
If refined to +5 or higher, adds an additional MATK +3%.
If refined to +7 or higher, adds an additional MATK +3%.
If equipped in combination with Elven Ears, decreases the SP cost of skills by 3%.
If equipped in combination with Evil Bone Wand [0], each refine on the weapon adds MATK +10. If the Evil Bone Wand [0] is refined to +10, reduces cast time of skill by 10%.
If equipped in combination with Thorn Staff of Darkness [0], each refine on the weapon adds MATK +10. If the Thorn Staff of Darkness [0] is refined to +10, reduces cast time of skills by 10%.
If you're using a Thorn Staff of Darkness [0] as your weapon, this hat helps a lot with damage and cast time. If that's your weapon choice, this is the best hat for you (except Wickebines vs high MDEF mobs). Otherwise, I wouldn't bother with it, since by itself it just gives MATK, and the combo with Elven Ears isn't needed because you shouldn't have too much SP problems.
Vibrant Rose [1] Horror Toy Factory
MATK +20
MATK +5 per refine
When magically attacking, has chance to activate lv 10 Soul Drain.
Pretty much just a bunch of MATK. Can be enchanted, so you can get Spell, DEX, or INT enchants
Celine's Ribbon [1] Horror Toy Factory
DEX +3, MATK +40, every refine increases MATK +7
Recover 200 HP when killing enemy with magical attack.
Drain 50 HP every 5 second when equipped.
If you've got one, great. Otherwise, I wouldn't spend too much zeny trying to make one for your sorcerer (although I did) because it's outclassed by many cheaper hats. Like... Wickebines :(
Ancient Gold Ornament [1] Wolfchev's Laboratory
If base Lv. 150, All Stats +2.
If Swordman, Merchant, Thief class, ATK +8%
If Mage or Acolyte, MATK +8%, increase 7% of heal amount,
If Archer, DEX +3, increase long distance physical attack power 10%.
If you've got one of these sitting around because you use it on Ranger or something, you can throw it on your Sorcerer for leveling or just for the stat boost. It's not stellar, but it helps with cast and gives a little bit of MATK.
Asgard Blessing [1] Gold Coin Shop
All Stats +2
Reduced damage from all elements by 5%
Recover 2% HP and 1% SP every 10 seconds
Gives some nice defensive stats, and if your AB isn't healing you you'll recover.... eventually. Faster though. All stats+2 helps with cast time, also.
Guard's Cap [1] Endeavor Tokens
Increases resistance to Neutral attacks by 5%.
Increases resistance to Ranged attacks by 5%.
Additional Neutral resistance +1% per refine upgrade at +6 or higher.
Additional Ranged resistance +1% per refine upgrade at +6 or higher.
Gives a solid amount of Neutral and Ranged resist, good for trying to stay alive/be a tank boi.
Drooping Neko Crew [1] Summer Festival (Plushie Claw)
INT +2, MDEF +5.
When you attack using magical ability, it will ignore 5% of their MDEF and deals damage accordingly. The amount ignored will increase +1% each refine.
If refining 7 or more increase bypass MDEF by 5%. Increase MATK +2%.
If refining 9 or more increase MATK +5%.
Not that good anymore, but provides some MDEF pierce vs normal monsters.
Magician's Nightcap [1] Nova Shop, Weekly Coin Shop
Adds 50% more damage to all Bolt skills.
MDEF +10
If upgraded to +7 or higher, increases
2445.png Spellfist damage by 25%.
If upgraded to +9 or higher, ASPD +5.
Pretty much the best 2445.png Spellfist build hat. Increases bolt damage, and gives +5 ASPD at +9. Getting a +9 of this lets you use different elementals, so you don't need to count on Ventus for its ASPD boost.

Middle Headgear

Item Way to obtain Effect Notes
B. Frame Glasses [1] Nova Shop (Slotted via Spiritual Auger, also from Nova Shop)
INT +1, MDEF +2.
Has a slot, gives INT. What more could you want? Also nifty if you want to hit 100 MDEF without using Shining Defense Scrolls.
Magical Booster [1] Magical Booster Quest
None.
Slotted mid headgear that can be enchanted. You can get up to 3% MATK + 5 MATK or 3% MATK + 1 INT.
Black Devil's Mask [1] Custom Headgear Quest
All Stats +1
"What more could you want?" What about +1 every stat? Takes a terrible amount of time to craft though. Slotted. There's also an unslotted version of this headgear that has +2 Allstat instead of 1, but if you're going for this headgear I'd recommend the slotted version over the unslotted one.
Monocle [1] Drops from Owl Marquees and Owl Viscount
None.
What... less could you want? No effect, but has a slot for when you need a cheap, slotted mid headgear. You can also use any other slotted mid headgear ( Blush [1] , Elven Ears [1] , etc.) but it'll be more or less the same as a Monocle.
Sigrun's Wings Nova Shop
[Swordman, Merchant, Thief, Taekwon, Star Gladiator Classes]
ASPD +1
[Mage, Acolyte, Ninja, Soul Linker Classes]
MATK +5
Increases healing effectiveness by 2%.
[Archer or Gunslinger Classes]
Increases ranged attack by 2%.
[Novice Class]
MaxHP +120 and MaxSP +60.
Gives 5 MATK I guess.
Gemini Red Eyes Nova Shop (2017 MLG Box)
10% resistance against Stone Curse and Sleep.
When base VIT is 90 or more, 40% additional resistance to Stone Curse and Sleep.
If you only have 1 Gemini-S58 Card, you can also use one of these mid instead. You'll need 90 VIT instead of 80 for it to work, but for support builds VIT is always nice to have more of.
3D Glasses Nova Shop (Headgear Box)
Increase 4% of the Magical Damage inflicted to Formless monsters. Increase neutral property resistance by 5%.
Makes you take less damage form Neutral attacks, and also monster autos.

Lower Headgear

Item Way to obtain Effect Notes
Magical Rosary in Mouth Custom Headgear Quest
All stats + 2
Perfect Dodge + 2
Like Black Devil's Mask, takes a long quest (also 3 parts, though part 2 is the same for both headgears so you only need to do that part once). The unawakened version gives +1 allstat, +2 MDEF and +5 MATK/ATK, which is pretty good as well!
Rainbow Scarf Nova Shop
INT +1. MDEF +2.
MATK +1%
Best for damage.
Well-Chewed Pencil Nova Shop
DEX +2, HIT +3%
Every DEX counts for that sweet sweet instacast.
Scarlet Rose Gold Coin Shop
ATK + 1%, MATK + 1%
Max SP + 30
Doesn't give as much damage as Rainbow Scarf, but if you have one of these and no Rainbow Scarf, it's not bad either.

Headgear Cards

Item Effect Notes
Isilla Card
Int + 2
Adds a chance of FLEE+30 and VCT -50% when doing magic damage.
Decent for starting out and leveling, but best to switch this out later on for something more useful.
Gemini-S58 Card
Adds 30% Stun resistance if base AGI is 90+
Adds 50% Stone Curse and Sleep resistance if base VIT is 80+
If you wear 2 of these and 80+ base VIT, you'll be immune to Sleep and Stone Curse. Important in instances/dungeons that cast Sleep and/or Stone Curse, such as Horror Toy Factory and Bio5. If you are using Shining Defense Scroll, you can use a different headgear card.
Nightmare Card
AGI + 1
Immune to Sleep
You can use Shining Defense Scroll + Nightmare Card in Bio5 if you don't wanna take 100+ total AGI.
Kathryne Keyron Card
Reduces VCT depending on refinement of the headgear slotted with this card(e.g. +9 headgear with this card = 9% VCT Reduction)
If slotted into a headgear +9 or higher, +2% Magic Damage.
This is the one from the normal mob in Bio3, just to clear up any confusion with the bio5/boss cards. Not super recommended, but usable if you want to make a VCT% build.
Lichtern Yellow Card
Matk + 10
Increases the damage of Earth property magical attacks on targets by 5%.
If upgrade level of the compounded item is +9 or higher,
Increases the damage of Earth property magical attacks on targets by an additional 5%
Use on Earth Grave/Earth Psychic Wave builds.
Lichtern Blue Card
Matk + 10
Increases the damage of Water property magical attacks on targets by 5%.
If upgrade level of the compounded item is +9 or higher,
Increases the damage of Water property magical attacks on targets by an additional 5%
Use on Diamond Dust/Water Psychic Wave/Cold Bolt Spellfist builds.
Lichtern Red Card
Matk + 10
Increases the damage of Fire property magical attacks on targets by 5%.
If upgrade level of the compounded item is +9 or higher,
Increases the damage of Fire property magical attacks on targets by an additional 5%
Use on Fire Psychic Wave/Fire Bolt Spellfist/Fireball? builds.
Tikbalang Card
Matk + 10
Increases the damage of Wind property magical attacks on targets by 5%.
If upgrade level of the compounded item is +9 or higher,
Increases the damage of Wind property magical attacks on targets by an additional 5%
Fake Lichtern. Use on Varetyr Spear/Wind Psychic Wave/Lightning Bolt Spellfist builds.
Plaga Card
Matk + 10
Increases the damage of Neutral property magical attacks on targets by 5%.
If upgrade level of the compounded item is +9 or higher,
Increases the damage of Neutral property magical attacks on targets by an additional 5%
Fake Lichtern. Use on upper headgear slots for Neutral Psychic Wave builds.
Ungoliant Card
Adds immunity to Bleeding status, and increases HP Recovery by 10%.
[+ Jewelry Ant Card]
Increases neutral property magical damage by 30%.
Use in mid headgear slot for Neutral Psychic Wave builds due to its combo with Jewelry Ant Card if you don't have 2 Dwigh Card.
Weakened Fenrir Card
Matk + 25
If you don't want to decard/recard for different builds, Weakened Fenrir Card works for any of the builds. Slightly weaker than focusing an element, though.
Leib Olmai Card

Permeter Card

Giant Hornet Card

Leaf Cat Card

Giearth Card

Various Elemental Reductions
Use one of these in your headgear slot if you need more resists for the respective elements. Some of these give 15% elemental reduction, some give 10%.

Armor

Item Way to obtain Effect Notes
Illusion Armor B-Type [1] Illusion 17.1
Matk + 100.
Matk + 10 per 2 refine rate.
If refine rate is 7 or higher, reduces variable casting time by 10%.
When equipped with Illusion Engine Wing A-type, increases attack speed (reduces delay after attack by 10%).
When equipped with Illusion Engine Wing B-type, Matk + 50.
You will want 2 Modification Orb (Magic) enchants on it, and 1 Modification Orb (Delay after Skill) as enchants on it. Ideally, you'd have this armor at +9, but get one at +7 or +4 if you can't afford the +9.
Flattery Robe [1] Honor Token Shop
Matk + 50
Enables Level 1 Endure.
If the users base level is 120 or higher,
Additional Matk + 50
If the users base level is 140 or higher,
Additional Matk + 50
No longer the best armor for magic damage, but its INT and DEX enchants at +7 or higher will still be nice if you want to reach instacast without using buffs and foods.
Int Soutane [1] Odin's Temple 4
MaxHP + 5%, MaxSP + 15%.
Reduces variable casting time by 10%.
Matk + 3% per 2 refine rate.
Int + 5 per 3 refine rate.
Increases magical damage against angel and demon race monsters by 6% per 4 refine rate.
Can be enchanted with up to 2 INT +8 and a Int Blessing, which gives 26 INT total on enchants alone. At +9, a perfect enchanted Int Soutane will give 41 INT total, while at +12 it'll give 46. You also get 12-16% MATK from refines, 10% MATK from Int Blessing, and 12% all-property Magic Damage from the Int Soutane/Blessing combo. This should beat Illusion Armor B-Type for any builds that involve hard INT scaling. On Spellfist builds, where damage comes entirely from MATK and not INT, it should be able to beat Illusion Armor B-Type only if you have enough MATK from other sources (that is, if you have every other slot min-maxed already).
Orleans's Gown [1] Monster Drop (Banshee)
Casting cannot be interrupted
Variable Cast Time +15% (penalty)
Cheap option for uninterruptible cast.
Hero Magic Coat [1] Bios Island/Morse's Cave
Max HP/SP +5%.
MATK +10, FLEE +10.
Crimson Rock and Psychic Wave damage +10%.
Every 2 refine levels, MDEF + 1.
On even refines, every upgrade reduces the Variable Cast Time by 1%.
On odd refines, prevent casting interruption and increase Variable Cast Time by 20%.
At odd refines, is a better version of Orleans's Gown. On even refines, gives reduced variable cast time. You can't get both, so I'd go for odd. Also gives stats and a damage boost on your Psychic Wave.

I keep one on hand because of long fixed-cast skills such as Soul Change. You never know when your AB's out of SP and your party's dying and everything's going horribly.

Ancient Armor of Rift [1] Infinite Space
MaxHP +500
MaxSP -100
Refined to +7, MaxHP +400.
Refined to +9, MaxHP +600.
[+Ancient Decoration of Rift]
MaxSP +100
Uninterruptable skill cast.
Combo with Ancient Decoration of Rift for uninterruptible cast. This one doesn't increase your variable cast time, and is enchantable with DEX. I personally like HMC more because I only need to swap one piece of equipment, though.
Diabolus Robe [1] Monster Drop (Wounded/Satan Morroc)
MaxSP +150, MDEF +5
Reduces casting delay by 10%
Increases effectiveness of Heal skill by 6%.
When equipped with Diabolus Ring,
MATK +3% and ATK +3%.
I personally don't really like this one, but it'll give you a little bit of after-cast delay reduction and MaxSP. You can also enchant this for a couple extra DEX or INT. Mainly use this if you're an AB player who wanted to see if their gear could be recycled to Sorcerer while leveling, I guess.
Armor of Airship [0] Airship Assault
All Stats +1
MaxHP +1000, MaxSP +100
MDEF +10
Unrefineable
[Airship Set(Armor, cloak, boots)]
MaxHP +25%
MaxSP +25%
Increase movement speed.
Everybody's first armor (set) outside of Eden. Gives nice stats but you probably won't use this later on. Not slotted.
Ferlock's Armor [0] Airship Assault
All stats +1
MaxHP +500, MaxSP +50
MDEF +10
Refine level +7: MaxHP +500, MaxSP +50.
Refine level +9: MaxHP +200, MaxSP +20.
Refine level +12: MaxHP +300, MaxSP +30.
[Ferlock Equip Set]
Ferlock's Armor
Ferlock's Manteau
Ferlock's Shoes
MaxHP +25%
MaxSP +25%
Increase movement speed.
If the amount refine of the entire set is equal or higher than 30, add MaxHP +5%, MaxSP +5%.
A slightly better version of Armor of Airship [0] . Chances are you're not going to have a +30 or higher set though, so I wouldn't really bother trying to refine one. Also not slotted.
Excellion Suit [0] Verus Equipment Exchange
VIT + 6
If level 130 or above, additional VIT + 4
Increase Max HP by 4% for every 3 refine upgrades.
This item is indestructible in battle.
[+ Excellion Wing]
Reduce skill delay by 10%.
If level 130 or above, additional skill delay reduction by 10%.
Perfect Dodge + 6
It's like a worse version of Illusion Armor B-Type. The only upside to this armor is that it's unbreakable, so you won't have to go back to town to repair your armor if you're wearing this. For Support Sorc, you can consider putting a Frozen Supplement Module enchant in here, along with 2 DEF Supplement Modules.

Armor Cards

Item Effect Notes
Bathory Card
Enchants armor with Shadow Property
Useful when running many instances, since a lot of Undead/Shadow monsters in instances. You'll take more damage from Holy though.
Marc Card
Reduces damage taken from Water property attacks by 5%.
Immune to Frozen.
Hate being frozen? This card will allow you to not be frozen. Not to be confused with Freezing or Crystallization, which aren't blocked. Also gives 5% reduction to Water attacks. You can use Shining Defense Scroll if you don't want to use Marc Card, since 100 Hard MDEF will also give you frozen immunity.
Evil Druid Card
Enchants armor with Undead Property
Hate being frozen AND love being an edgelord? This is the card for you! Being Undead makes you immune to Frozen, Stone Curse, and take less damage from Undead and Poison! Unfortunately, you also won't be able to get healing from Arch Bishops, and some of their buffs won't work on you either. Also they can't Resurrect you if you die and you take more damage from Fire/Holy, so be careful. Not used much now that Shining Defense Scroll exists.
Agav Card
Matk + 5%
Def - 10
Love [GM] Panic? Now you can add a "of Panic" suffix to your armor. This is the standard DPS Magic armor card.
Sweet Nightmare Card
Matk + 20
The user's casting cannot be interrupted outside of WoE.
Set Bonus
Sweet Nightmare Card
Vampire's Familiar [1]
Matk + 1% per 3 upgrade levels of the compounded armor.
Gives uninterruptible cast and 20 MATK, which is pretty nice. Don't bother with the set bonus.

Weapons

Item Way to obtain Effect Notes
Crimson Rod [2] Monster Drop(Bathory/Mage in Biolabs)
INT + 4, MATK + 70
MATK + (Refine * Refine) up to a maximum refine of 15.
If the user's base level is 70 or higher, for every 10 base levels, MATK + 5.
At +15, a decent DPS weapon for magic classes that can equip it. When you're at max level, it gives 380 MATK and 4 INT before calculating in the other refine bonuses. The 2 slots is nice, but keep in mind that it's a level 3 weapons so Bio5 cards won't be as effective on it.
Vicious Mind Rod [1] Sky Fortress
Int + 5
Matk + 120
Additional Matk + (Refine * Refine) up to a maximum refine of 15.
Vicious Mind Weapons are really similar to Crimson Weapons, as they all have the refine*refine bonus. However, it's a level 4 weapon, has 1 less slot, and comes with 3 random enchants. These enchants can now be rerolled or reset. With decent enchants, a +15 VM Rod will beat a Crimson, but as it's a level 4 weapon, it's a lot harder to refine. Currently the most versatile weapon, but what enchants you want will vary. Rerolling your enchants may become very expensive.
Psychic Spear Rod [2] Bioresearch Laboratory
Matk + 180.
Increases neutral and wind property magical damage by 5%.
Matk + 4 per refine rate.
If refine rate is 9 or higher, increases Psychic Wave damage by 30%.
If refine rate is 11 or higher, reduces cooldown of Varetyr Spear by 2 seconds.
With the release of EDDA Biolabs, the 3 new weapons are now the best for each build they represent. Psychic Spear Rod can be enchanted with Celia's Memory for further damange boosts on 2449.png Psychic Wave and cooldown reduction on 2454.png Varetyr Spear.
Dust Grave [2] Bioresearch Laboratory
Matk + 180.
Increases water and earth property magical damage by 5%.
Matk + 4 per refine rate.
If refine rate is 9 or higher, increases Diamond Dust and Earth Grave damage by 30%.
If refine rate is 11 or higher, increases Diamond Dust and Earth Grave damage by additional 20%.
With the release of EDDA Biolabs, the 3 new weapons are now the best for each build they represent. Dust Grave can be enchanted with Celia's Memory for further damage boosts on 2447.png Diamond Dust and 2446.png Earth Grave. Remember that Sorcerer Shadow Glove and Sorcerer Shadow Book reduce the CD for these 2 skills as well.
Welding Wand [2] Dynite Exchange
Matk + 200, can't be destroyed.
Increases neutral, water and fire property magical damage by 7%.
If refine rate is 7 or higher, Matk + 70, reduces variable casting time by 10%.
If refine rate is 9 or higher, increases neutral, water and fire property magical damage by additional 8%, has a chance to gain bonus magical damage against all size enemies by 15% for 10 seconds when dealing magical damage.
If refine rate is 11 or higher, reduces delay after skill by 20%.
I suppose this should be the best all-around 1-handed weapon for Sorcerer, if you don't want to invest in multiple weapons for different build. It gives generic magic damage boosts and has 2 card slots. You don't really make use of the 20% aftercast delay, but it's always nice to have. I personally prefer using the EDDA weapons over this, my Welding Wand is currently only for my Warlock.
Illusion Staff of Bordeaux [2] Illusion of Moonlight
MATK +180, INT +3, DEX +2.
When mastering 'Dragonology', decrease SP consumptionn of skills by 15% and MATK + 5%.
For every 3 refines, decrease the SP consumption of skills by 5% and increase MATK by 1%.
[+ Illusion Muffler]
Increase Psychic Wave damage by 10%.
If refine rate of both are 7 or higher, increase Earth Grave damage by 40%.
If the sum of the refines is 18 or higher, increase neutral and earth magic damage by 10%.
If the sum of the refines is 22 or higher, increase water magic damage by 10%.
2 slots on a level 4 weapon makes this a good candidate for putting Celia Alde Card. Combos with Illusion Muffler [1] for a variety of nice bonuses. As a level 4 Illusion weapon, it can also get enchants. I'm currently using this rod combo until I can make a Psychic Spear Rod [2] and Dust Grave [2].
Hellfire Staff [2] Abyss Glast Heim
Int + 5, Matk + 180.
Matk + 15 per 2 refine rate.
If refine rate is 7 or higher, increases fire and earth property magical damage by 5%.
If refine rate is 9 or higher, increases fire and earth property magical damage by additional 10%.
2 slots on a level 4 weapon makes this a good candidate for putting Celia Alde Card. You don't really have much fire damage outside of Agni-boosted 2449.png Psychic Wave, but it's ok for 2446.png Earth Grave, but the bonus isn't as good as the Illusion Bordeaux + Illusion Muffler set bonus.
Icicle Staff [2] Abyss Glast Heim
Int + 5, Matk + 180.
Matk + 15 per 2 refine rate.
If refine rate is 7 or higher, increases water and holy property magical damage by 5%.
If refine rate is 9 or higher, increases water and holy property magical damage by additional 10%.
2 slots on a level 4 weapon makes this a good candidate for putting Celia Alde Card. Also boosts 2447.png Diamond Dust. You don't get any holy spells, unfortunately.
Thanatos Staff [1] Ghost Palace
INT +6, VIT +6, LUK -6
Heal efficient increased by 15%.
Magical attacks have a chance to restore HP and SP.
Drain 100 HP every 10 seconds.
When unequipped, drain 1000 HP.
MATK +200
If you want a weapon that works well without any refines, Thanatos Staff is probably your go-to. At +0, it has 200 MATK and 4 INT to boost your damage, plus it has two enchants. A recommended starter weapon.
Mental Stick [1] Monster Drop (Pom Spider/Sage in Biolabs)
Variable cast time of Psychic Wave reduces by 3 seconds. Increases SP cost of Psychic Wave by 60.
For every upgrade above level 5, decreases Max HP by 2% and increases damage of Psychic Wave by 2%.
Drains 100 SP from the user when the item is unequipped.
MATK +170
This used to be the best weapon for Psychic Wave, but now Psychic Spear Rod [2] is better. This is okay for early leveling, since it makes your casting a bit faster. It also has a combo with Spell Circuit(GC) [1], which increases elemental damage and increases PWave damage even more. It does make you slightly squishier, though, and doesn't help your other spells very much. Can be Malangdo enchanted twice.
Thorn Staff of Darkness [0] Endless Tower
MATK +160, INT +3, DEX +3
Each upgrade level adds magic defense bypassing to your magic attacks and reduces cast delay of all skills.
160 MATK, 3 INT, and 3 DEX. At high refines, this Staff is very good if you combo it with a Skull Cap [1] . The combo makes each refine on the Staff give you 10 additional MATK. Refines on the Staff will also give you MDEF pierce and Aftercast Delay reduction. A recommended starter weapon. Can be Malangdo enchanted twice.
Kronos [0] Monster Drop (Dark Lord)
MATK +240, INT +3, MaxHP +300
For every 2 refine Levels, INT +1, MaxHP +50.
When attacking with a magical spell has a chance of adding MATK +12% and consumed SP decreases by 20% for 5 seconds.
Great for early leveling, but since it's two-handed, the lack of a shield will make you squishier. If only it was one-handed :( Can be Malangdo enchanted twice.
Vicious Mind Two-handed Staff [1] Sky Fortress
Int + 6
Matk + 200
Additional Matk + (Refine * Refine) up to a maximum refine of 15.
It's like Vicious Mind Rod, but 2-handed. This means it has more damage, but you can't equip a shield. You'll be more squishy, and you won't be able to use shield cards and Shield + Weapon card combos. Tends to be cheaper than the 1-handed version.
Moonlight Dagger [0] Monster Drop (Moonlight Flower, Eremes MVP in Biolabs/Wolfchev)
Regain 3 SP with each attack.
Max SP +10%
If you want to make sure people get the most SP possible when you Soul Change them, Moonlight Dagger won't give you any offensive capabilities or cast reduction, but it'll definitely increase your SP. If you're dedicated to maxing out your SP, use this dagger.
Combat Knife [0] Monster Drop (Cecil MVP in Bio 3/Wolfchev)
Increases damage inflicted on and tolerance to Demihuman monsters by 10%, but increases damage received by Demon monsters by 10%.
Pierces Defense of Demihuman monsters.
The PvP support choice. Reduces damage from demihumans by an entire 10%, and you can Malangdo enchant it with DEX, INT, or MDEF, depending on your preference. I know it sounds sad to use a knife on a mage class but bear with me here, Sorcerers are usually played as Supports in WoE/BG.

Dex reduces your cast time, INT reduces cast time and increases your chances of landing 2455.png Arrullo, and MDEF makes you more resistant to statuses and magic damage.

Boltijin [2] Bioresearch Laboratory
Matk + 175, increases Fire Bolt, Cold Bolt and Lightning Bolt damage by 20%.
Matk + 4 per refine rate.
If refine rate is 9 or higher, increases Fire Bolt, Cold Bolt and Lightning Bolt damage by additional 30%.
If refine rate is 11 or higher, increases Heaven's Drive and Earth Spike damage by 50%.
With the release of EDDA Biolabs, the 3 new weapons are now the best for each build they represent. Out of the 3 weapons, Boltijin kind of got shafted, but it's still the best weapon for 2445.png Spellfist. The +11 bonus is no good for 2445.png Spellfist builds, but you still want the weapon to be +14 or higher for Ju Cards (or Faithful Manager Card, but if you got this weapon please just use Ju) to get their full bonus. The Celia's Memory enchant also only boosts Heaven's Drive and Earth Spike, so you can skip it as well. Really, it saves you the trouble of enchanting it.
Elemental Origin [2] Monster Drop (Elite Buffalo Bandit M/Machete Buffalo Bandit)
Int + 4
Matk + 150
Increases the damage of Cold Bolt, Fire Bolt and Lightning Bolt by 10%.
If upgrade level is +7 or higher,
Increases the damage of Cold Bolt, Fire Bolt and Lightning Bolt by an additional 10%.
If upgrade level is +9 or higher,
Increases the damage of Cold Bolt, Fire Bolt and Lightning Bolt by an additional 10%.
For 2445.png Spellfist builds, this the budget book. At +9, boosts all 3 bolt spells by 30%. You usually want to get it to at least +14 ideally though, for Ju and Faithful Manager Card.
Chilly Spell Book [2] Wolfchev's Laboratory
MATK +160, DEX +1.
Increases damage from Diamond Dust and Cold Bolt spells 3 times more than refine level
Increase SP consumption 3 times more than refine Lv.
If you want to play a 2447.png Diamond Dust build, or 2445.png Spellfist with 14.png Cold Bolt, this weapon would be the decent. Both builds are outclassed by Dust Grave [2] and Boltijin [2] respectively, though.
Ledger of Death [2] Monster Drop (Beelzebub)
MATK +100, STR +3, INT +3, LUK -20.
Has a certain chance of inflicting the Coma status to Demihuman enemies.
This weapon's ASPD bonus depends on its Upgrade Level.
Damages and curses all onscreen enemies when worn by Sages and Professors.
Are you a Death Note fan? Me too. Now instead of writing people's names in your Death Note you can just kill them by hitting them with it. Doesn't quite give too much MATK or bolt damage, but gives a bit of INT, DEX, and ASPD depending on your refines. Works for 2445.png Spellfist.

Weapon Cards

Item Effect Notes
Soul Fragment Card
Matk + 5.
Increases magical damage against medium size monsters by 15%.
Currently one of the best magic cards. Medium also includes all players (including Baby Classes, excluding Dorams, but INCLUDING Baby Dorams) in PvP modes, and a good amount of monsters as well. Expensive though!
Colorful Teddy Bear Card
Matk + 5.
Increases magical damage against large size monsters by 15%.
Same thing as Soul Fragment, but for large. Less useful, but still the best versus large monsters (if you don't need mdef pierce vs them).
Zakudam Card
Increases magical damage on Demi-Human race targets by 10%.
Increases magic damage to Demihumans by 10%. Keep in mind that on NovaRO, Dorams are people too, so it'll hurt them more. It's also used in PvM for farming Bio3 for either Big Crossbows (from Cecils) or Energy Fragments (from most weapons that drop in Bio3). Outclassed by Soul Fragment Card now, though.
Nightmare Mimic Card
Increases magical damage on Brute and Undead race targets 5%.
Set Bonus
Nightmare Arclouse Card
Nightmare Mimic Card
Reduces damage taken from Brute and Undead race enemies by an additional 5%.
Bypass 50% of hard magic defense of Brute and Undead race targets when performing a magical attack.
Against Undead race enemies (not to be confused with Undead element), you'll want to use this card in your one-handed rod and combo with Nightmare Arclouse for the 50% MDEF pierce vs Undead. Of course, if you decide to run Wickebines, you can ignore this card and go for the racial bonus card instead. Again, on NovaRO, Dorams are people, so the damage vs Brute will not apply.
Big Ben Card
Increases magical damage on Formless and Demon race targets by 5%.
Set Bonus
Big Ben Card
Neo Punk Card
Reduces damage taken from Formless and Demon race enemies by an additional 5%.
Bypass 50% of hard magic defense of Formless and Demon race targets when performing a magical attack.
Same as Nightmare Mimic/Nightmare Arclouse combo, but goes with Neo Punk and is used against Formless and Demon.
Ancient Tree Card
Increases magical damage on Undead race targets by 10%.
If you use a Crimson Rod and no Wickebines, you can run a Nightmare Mimic Card and this card + Nightmare Arclouse on shield for maximum anti-undead Magic. Outclassed by Soul Fragment and Colorful Teddy Bear Card, but if the enemies you're fighting are going to be multiple sizes, this can still work well.
Hell Apocalypse Card
Increases magical damage on Demon race targets by 10%.
If you use a Crimson Rod and no Wickebines, you can run a Big Ben Card and this card + Neo Punk on shield for maximum anti-demon Magic. Outclassed by Soul Fragment and Colorful Teddy Bear Card, but if the enemies you're fighting are going to be multiple sizes, this can still work well.
Celia Alde Card
Increases the damage of Varetyr Spear by 20%.
Increases the damage of Varetyr Spear by an additional 20% when compounded to a level 4 weapon.
If upgrade level is +10 or higher,
Increases the damage of Varetyr Spear by an additional 20%
If put on a +10 or higher level 4 weapon, 60% damage boost total per card. Best weapon card if you want to try a 2454.png Varetyr Spear build. Does a lot of damage, now that the spell goes up to level 10.
Ju Card
Increases the damage of Cold Bolt, Fire Bolt, and Lightning Bolt by 10%.
If equipped with a Book type weapon, increases the damage of Cold Bolt, Fire Bolt, and Lightning Bolt by an additional 20%.
If upgrade level is +14 or higher, increases the damage of Cold Bolt, Fire Bolt, and Lightning Bolt by an additional 20%.
Ideal card for 2445.png Spellfist. If you put it on a +14 or higher book, gives +50% Bolt damage total per card.
Faithful Manager Card
Atk + 5, Matk + 5
If compounded to a Book:
If upgrade level is +10 or higher, Atk +20 and Matk + 20.
If upgrade level is +14 or higher, additional Atk + 20 and Matk + 20.
For Spellfist builds that cant afford Ju Card. Also, if you're using a book for a caster build, this will let you get some extra MATK without having to swap your Racial bonus cards every time.

Shields

Item Way to obtain Effect Notes
Valkyrja's Shield [1] Monster Drop (Valkyrie)
Adds 20% resistance to Water, Fire, Undead and Shadow property damage.
MDEF +5
One of the best solely defensive shields. If you're against Fire, Water, Undead, or Shadow property damage, this shield will be your best bet. Also gives a little bit of MDEF for those trying to hit 100 MDEF, or just have some MDEF handy because the MDEF scaling in this game is.... yikes. Doesn't need to be refined for bonuses.
Purified Knight's Shield [1] Enchanting a CKS
Increases attack speed (reduces delay after attack by 10%).
Atk + 5%, Matk + 5%.
Reduces damage taken from all properties by 10%.
When receiving damage, has a low chance to recovery 50 SP per second for 5 seconds.
When dealing physical or magical damage, has a low chance to recovery 300 HP per second for 5 seconds.
If refine rate is 7 or higher, Atk + 20, Matk + 20.
If refine rate is 9 or higher, ASPD + 2.
If refine rate is 12 or higher, reduces delay after skill by 5%
This account-bound shield is probably the strongest shield for most uses. It's straight up better than Knight's Shield/Cursed Knight's Shield in stats, and can get extremely powerful enchants. You can get up to 60% MDEF pierce towards a single race, normal, or boss monsters as an enchant, though enchanting is rather painful. It costs 2 Endeavor Tokens and 1,000,000z per enchant, and the rate to get Boss/Normal MDEF pierce seems rather low. Good luck!
Knight's Shield [1] Nova Shop or Weekly Coin Shop
Increases attack speed (reduces delay after attack by 10%).
Atk + 3%, Matk + 3%.
Reduces damage taken from all properties by 7%.
When receiving damage, has a low chance to recovery 25 SP per second for 5 seconds.
When dealing physical or magical damage, has a low chance to recovery 150 HP per second for 5 seconds.
If refine rate is 7 or higher, Atk + 10, Matk + 10.
If refine rate is 9 or higher, ASPD + 1.
If refine rate is 12 or higher, reduces delay after skill by 3%
Description looks super long and has a ton of refine bonuses, but if you just want the resists, just use a +4. You can get the account-bound version, Cursed Knight's Shields (EVT) [1] from the Weekly Coin Shop that's the exact same as the normal Nova Shop version, but account-bound.
Bloody Knight's Shield [1] Enchanting a CKS
Increases attack speed (reduces delay after attack by 10%).
Atk + 3%, Matk + 3%.
Reduces damage taken from all properties by 7%.
When receiving damage, has a low chance to recovery 25 SP per second for 5 seconds.
When dealing physical or magical damage, has a low chance to recovery 150 HP per second for 5 seconds.
If refine rate is 7 or higher, Atk + 10, Matk + 10.
If refine rate is 9 or higher, ASPD + 1.
If refine rate is 12 or higher, reduces delay after skill by 3%
This is just the same thing as a Cursed Knight's Shield/Knight's Shield, but can't be turned into a Purified Knight's Shield. It costs much less to enchant than a Cursed Knight's Shield though, so for new players you might want to consider this, but I wouldn't really recommend it that much because you probably want to end up working towards a Purified Knight's Shield instead at some point.
Immune Shield [1] Low Rank Hunts, Gold Coins, or Battlegrounds
If upgraded to +5 or higher, increases 1% of tolerance against Neutral attack. (The tolerance increase is limited to refine level 12) per refine level.
If upgraded to +7 increased tolerance against Neutral by 5%.
If upgraded to +9 or higher increases tolerance to Water, Earth, Fire, and Wind by 5%.
Not particularly good until you get it to +7, in which then it's passable. Ideally you'll want a +9 or higher of this if you want Neutral resist, plus 5% from Fire, Water, Wind, and Earth. This shield gives the most Neutral resist out of all of them, but again, needs to be refined.
Mad Bunny [1] Nova Shop
ATK +5%, MATK +5%
If refined to +7, ATK +5 and MATK +5.
If refined to +9, gives an additional ATK +15 and MATK +15.
If refined to +12, skill casting cannot be interrupted. CRIT +10
Effects below do not function in PvP/BG/WoE
Reflects 10% of the received short-ranged damage back to the attacker.
Adds a 10% chance of casting Level 8 Magic Mirror (2 second duration) on the user when receiving magical attacks.
Pure damage shield. Gives ATK/MATK. Gives more ATK/MATK when you refine it. If you get it to +12 for some reason, you get a free Phen Card effect (outside of PvP modes). Gives damage! Gives melee reflect and Magic Mirror outside of PvP modes too! Also custom shield sprite. I think he's cute. Some people think he's not cute. Those people are wrong.

Shield Cards

Item Effect Notes
Khalitzburg Knight Card
DEF + 20.
Damage taken from medium and large size monsters -25%.
If worn together with White Knight Card:
Additional 15% additional damage to medium and large size monsters
Damage taken from medium and large size monsters -5%
The best all-around defense card. It's not really worth using the card combo with White Knight Card though, since it only increases Physical damage, and I don't personally believe the extra 5% damage reduction from Medium/Large monsters is worth the cost of the card. Keep in mind that you wont get any resistance outside of the +20 DEF if you're being hit by a Small monster.
Alice Card
Receive 40% less damage from Boss monsters.
Receive 40% more damage from normal monsters.
Great when fighting bosses, but bad otherwise. You might want to keep a shield with this card on it as a swap. Useful in places like Tomb of the Fallen (aka Bio5), where all the significant monsters are boss protocol.
Neo Punk Card
Reduces damage taken from Formless and Demon race enemies by 20%.
Set Bonus
Big Ben Card
Neo Punk Card
Reduces damage taken from Formless and Demon race enemies by an additional 5%.
Bypass 50% of hard magic defense of Formless and Demon race targets when performing a magical attack.
Combos with Big Ben Card for MDEF pierce vs Demon race monsters.
Nightmare Arclouse Card
Reduces damage taken from Brute and Undead race enemies by 20%.
Set Bonus
Nightmare Arclouse Card
Nightmare Mimic Card
Reduces damage taken from Brute and Undead race enemies by an additional 5%.
Bypass 50% of hard magic defense of Brute and Undead race targets when performing a magical attack.
Combos with Nightmare Mimic Card for MDEF pierce vs Undead race monsters. Also lets you take 20% less damage from Brute and Undead races. Keep in mind that player Dorams are 'NOT' considered Brute.
Medusa Card
Reduces damage taken from Demon race enemies by 15%.
Immune to Stone Curse.
Makes you immune to Stone Curse. Useful in instances like Horror Toy Factory, Last Room, or dungeons like Bio5 because of the monsters that will Stone Curse. Also reduces damage by 15% from Demon monsters. I'd say this is mostly a beginner card. Once you can get Gemini-S58 Card or Shining Defense Scrolls, swap this card out of a better defensive card like Khalitzburg Knight Card or Alice Card.
Thara Frog Card
Reduces damage taken from Demi-Human race enemies by 30%.
The best choice for PvP. Don't forget that Dorams are people too (on NovaRO), so it'll reduce damage from them as well!

Garments

Item Way to obtain Effect Notes
Giant Snake Skin [1] Faceworm's Nest
MDEF + 10
[+ Stat Temporal Boots]
MHP + 15% and MSP + 5%.
Although it doesn't seem like it's a good garment, Giant Snake Skins have up to 3 enchants that can give up to 18 stat points. That is to say, a perfect INT GSS at +9 or higher can give you 18 extra INT. These drop from Faceworm's Nest already refined and enchanted. Ideally, you'll want some kind of INT or DEX GSS, since INT will help with damage and DEX will help with cast time. Only GSS dropped by the Faceworm Queen (last boss in the instance) will have Special enchants on it, and you don't want to bother with GSS without slots or special enchants usually. Higher enchants will also let the garment elemental cards scale better, as explained below. Also combos with any Temporal Boots to give extra HP and SP.
Clergy's Manteau [1] Odin's Temple 4
MaxSP + 5%, Mdef + 10.
Reduces variable casting time by 10%.
Increases magical damage against angel and demon race monsters by 1% per 2 refine rate.
Reduces magical damage taken from angel and demon race monsters by 1% per 3 refine rate.
If refine rate is 7 or higher, reduces variable casting time by additional 10%.
Similar to Giant Snake Skin [1], Clergy's Manteau can get INT or DEX enchants, except you just get more. While GSS caps out at 18, you can get up to 24 stats total from Clergy's Manteau. The only drawback is that you have to refine it yourself (doesn't get the automatic +11 that Snake Skins tend to get) so it'll cost you more to use cards that scale with garment refine.
Illusion Engine Wing B-Type [1] Illusion 17.1
MaxHP + 1000.
MaxHP + 100 per 2 refine rate.
If refine rate is 7 or higher, reduces variable casting time by 5%.
When equipped with Illusion Leg A-type, increases long ranged physical damage by 10%.
When equipped with Illusion Leg B-type, increases all properties magic damage by 10%.
Combos with Illusion Armor B-Type [1] and Illusion Leg B-Type [1] . Very useful if you're making a VCT/1 Dex build, since you can put 2 Modification Orb (Caster) and 1 Modification Orb (Above All)on it. Since a lot of garment cards want refines, you'd want to refine this as high as possible.
Illusion Muffler [1] Illusion of Moonlight
Max HP + 100, Max SP + 10.
Additional Max HP + 100 and Max SP + 5 per refine rate.
Combos with Illusion Staff of Bordeaux [2] for a lot of nice bonuses. In addition, can be enchanted with up to 2 Spell Nive Lv2, which gives you 6 INT per Nive at +7, and 7 INT and 7% MATK at +11. So this totals to 12 INT at +7 or 14 INT/14% MATK at +11. At +11, this should be better than a 18 INT GSS.
Heroic Backpack [1] Monster Hunter, Battlegrounds, Gold Coins
Enables the use of level 1 Greed
If refined to +7 or higher and base stats (without modifiers) is equal to 90 or higher,
-STR -> Attack +20
-INT -> Magic Attack +30
-VIT -> Tolerance to Neutral property +5%
-AGI -> ASPD +8%
-DEX -> Ranged Attack +5%
-LUK -> Inflict 10% more critical attack.
If refined to +9 or higher and base stats (without modifiers) is equal to 90 or higher,
-STR -> Attack +30
-INT -> Magic Attack +50
-VIT -> Tolerance to Neutral property +10%
-AGI -> ASPD +8% & ASPD +1
-DEX -> Ranged Attack +10%
-LUK -> Inflict 15% more critical attack.
At +9, will give you a nice chunk of bonuses but doesn't give hard stats like GSS enchants will. Sorcerer spells largely use INT in its formula, so having more INT will boost your damage more than the MATK from HBP.

Keep in mind that the +7 and +9 bonuses do NOT stack. It takes the bonuses from the higher refine you have.

Nidhoggur's Shadow Garb [1] Nidhoggur's Shadow
MDEF +3,
Increases resistance to all elemental properties by 7%.
MaxSP increases by (Base level / 3) +(refine level x 10).
With 1% probablity, recovers 1% amount of given damage to SP.
Gives some all-resist and also SP increase. Good if you want to be a bit tankier, though the HP from GSS/Temp boots combo might be better depending on the situation.
Manteau of Airship [1] Airship Raid
Increases resistance against Neutral element attacks by 10%.
Flee +20, Reduction in variable cast by 20%
One of the best garments for pure Neutral Resist, which is pretty useful actually. Weighs 0 also, so you can put a nice card like Randel Card that only really needs to be used as a swap on it. Combos with the other Airship Stuff.

Garment Cards

Item Effect Notes
Arc Elder Card
Increase resistance to neutral property attack by 15%.
Increases damage of earth element magic attacks by 3% per refine.
[+ Time Keeper Card]
Further increase resistance to neutral property attack by 5%.
Use this card if you're mainly doing Earth damage.
Faceworm Larvae Card
Reduce damage taken from neutral property damage by 15%.
Increase water property magic damage by 3% per refine rate.
[+ Faceworm Egg Card]
Increase magical damage against fire property monster by 10%.
Reduce damage taken from neutral property damage by 5%.
Use this card if you're mainly doing Water damage.
Nightmare Ancient Mummy Card
Reduces damage from Neutral property by 15%.
Every refine of garment increase magical Fire damage by 3%.
[+ Nightmare Mummy Card]
Increases resistance against Neutral property attack by 5%.
Increase the probability of causing Sleep to all targets on 11x11 cells.
Use this card if you're mainly doing Fire damage.
Marsh Arclouse Card
Matk + 3 and increase ASPD by 1% for every 10 base Int.
If base Int is 120 or higher, additional Matk + 40.
Gives some ASPD and MATK. You can use this for Wind or Neutral builds, as there's no Wind or Neutral versions of Arc Elder. Also for all-around builds where you're too poor or cheap to decard between builds.
Ancient Book Card
Each 10 pure INT points add MATK + 5.
...you know I think this card gets outclassed by Marsh Arclouse unless you have under 120 INT. Cheaper though.
Raydric Card
Increase resistance to Neutral property attacks by 20%.
20% neutral resist, a cheap garment card to increase defenses vs neutral element attacks. Works against monster autos.
Noxious Card
Adds 10% resistance against long ranged attacks, and reduces Neutral property damage by 10%.
Whether you want this or Raydric on your garment will depend on what you're doing/tanking.
Marionette Card
Dustiness Card
Jakk Card
Marse Card
Hode Card
etc.
Increase resistance to [a single] property by 30%. Flee +5
All these cards will give you 30% resistance from a specific element. Adjust based on what you're trying to survive.

Boots

Item Way to obtain Effect Notes
Temporal Boots of Dexterity [1] Old Glast Heim
The boots are obviously old, but they show no signs of wear and tear
MHP + 300, MSP + 30.
For every 3 refine level, MHP + 100, MSP + 10, DEX + 3.
When base DEX is 120 or more, Fixed Casting -0.5sec, Ranged Attack Damage + 5%.
Probably one of the most widespread boots. When you have 120 base DEX, these boots will reduce all your fixed cast by .5 seconds. This is important because almost all of your Sorcerer spells have loads and loads of fixed cast time. Psychic wave has .6 seconds, Varetyr Spear and Earth Grave have 1 second, not to mention all the lower class skills like Land Protector, Deluge, and Dispel. This will make you cast significantly faster. For enchants, it'll depend on what build you're playing. For the first enchant, you can get Spell for more MATK and less variable cast time or HP% if you already have 0 variable cast and don't want damage. Spell is more commonly used. For the 2nd enchant, you can go Runaway Magic if you're doing damage, Lucky Day if you want to do damage without having SP drail (but less damage), or Muscular Endurance if you're playing support and don't need any damage boost.
Illusion Leg B-Type [1] Illusion 17.1
MaxSP + 200
MaxSP + 20 per 2 refine rate.
If refine rate is 7 or higher, increases increases all properties magic damage by 5%.
When equipped with Illusion Armor A-type, MaxSP + 5%.
When equipped with Illusion Armor B-type, Matk + 5%.
You will want to put Modification Orb(Fixed Casting, Modification Orb(Spell Buster), and Modification Orb(Vital). You can consider Modification Orb(Unlimited Vital) for a support build instead of Spell Buster, but I don't think it'll be too useful. You'll want to have your boots at least +7 to be equal to Dex Boots, or +9 to be better. The Fixed Casting is the most important part of these boots, since a lot of your spells have high Fixed Cast Time.
Variant Shoes [0] Monster Drop
Increase Max HP and SP by 20%.
Increasing the Upgrade Level will reduce Max SP and HP bonus, but will increase DEF bonus.
If you really wanna max out your SP for Soul Change but you don't care about cast time at all, for some reason.
Enhanced Variant Shoes [1] Monster Hunter, Battlegrounds, Gold Coins
MaxHP/MaxSP +12%
Extra DEF/MDEF based on refine rate
I'm just joking at this point but if you really really REALLY wanna max out your SP, throw a Abandoned Teddy Bear Card (20% SP) on this. I'm not even gonna mention that card in the card section but I'm just gonna tell you that here.

Boots Cards

Item Effect Notes
Green Ferus Card VIT +1, Max HP +10%. This card gives the most HP for this slot.
Matyr Card Max HP +10%, AGI +1 If you don't happened to have a Green Ferus Card on hand, this card is fine too for support builds.
Verit Card Max HP/SP +8% If you're willing to get rid of the small bit if extra survivability for the extra SP, this card is fine.
Gold Acidus Card Increases Max HP and Max SP by 4%.

When the compounded shoes' upgrade level is no greater than 4, these bonuses are increased to Max HP +8% and Max SP +8%, and adds SP and HP Recovery +5%.

If your boots are +4, this card is a tiny bit better than Verit Card.
Firelock Soldier Card STR +2.

Max HP, Max SP +10% if the shoes is upgraded up to +9 or higher.

On +9 or higher boots, this card gives the most HP/SP total out of all the current cards. Doesn't give as much HP as Green Ferus Card though, just because of that extra 1 VIT.
Nightmare Verit Card MATK + 5%

If refined to +7 or above, additional MATK + 3%.

If refined to +9 or above, additional MATK + 2%.

Your standard MATK card. Boosts more when your boots are at +7 and +9.
Dio Anemos Card Matk + 3%.

Increases earth and neutral properties magical damage by 5%.

Use if you're on some kind of earth or neutral-only build and your boots are under +7, otherwise Nightmare Veris is better.
Ordre Card Matk + 3%.

Increases wind and water properties magical damage by 5%.

Use if you're on some kind of wind or water-only build and your boots are under +7, otherwise Nightmare Veris is better.

Accessories

Keep in mind that Left Accessories will go on your right side (but your character's left) and vice versa.

Item Side Way to obtain Effect Notes
Illusion Battle Chip R [1] Right Illusion 17.1
Matk + 5%.
Can be enchanted with Spell 5, Modification Orb (Magical Healing), AGI +3, ASPD Lv.4, or VIT + 3.

You can use up to 1 of each of the non-base stat enchants, or as many of the base stats as you want. Mine have Spell5/ASPD/Agi3(which I share with my Warlock) or Spell5/Magical Healing/Agi3(for PWave farming)

Illusion Battle Chip L [1] Left Illusion 17.1
Matk + 5%.
Can be enchanted with Spell 5, ASPD Lv.4, DEX + 3, or ASPD Lv.4.

You'll want to replace this with King Schmidt's Divine Power Insignia [1] at some point, since it's better even if you aren't using Temporal Boots with Runaway Magic.

King Schmidt's Divine Power Insignia [1] Left Fall of Glast Heim
Matk + 10%.
[+ King Schmidt's Suit]
[+ King Schmidt's Manteau]
Matk + 25, reduces variable casting time by 8%.
You want to get Divine Power enchant on this thing if you have Runaway Magic on your Temporal Boots. If not, just the base accessory is great to have. You can also technically get up to Spell 5 and up to 5 DEX or INT, but personally I find it a little expensive to get those enchants. I'm fine with just the Divine Power Enchant.
Magic Intensifier Ring [1] Any Geffen Magic Tournament
MATK +5%
[+Geffen Magic Robe]
Reduce variable cast time by 5%.
[+Anti-Magic Suits]
Reduce after cast delay by 5%.
Reduce damage from Demihuman monster by 5%.
Can be enchanted with up to double 3% MATK, meaning up to 6% MATK on enchants which brings this entire accessory's MATK% up to 11. This accessory gives the most damage out of any other accessory if perfectly enchanted.
Pendant of Maelstrom [1] Any Nightmarish Jitterbug
ATK +6%, MATK +6%.
All stats +1.
Magic attacks from enemies cast Level 1 Auto Spell Maelstrom.
The +1 Allstat and MATK% is nice to have, though Maelstrom procs can possibly mess you up since it puts you onto Aftercast Delay.
Broken Chip 1 [1] Any Last Room
STR + 4.
[+ Broken Chips 2]
STR + 8, INT+ 8.
For early game, comboing this with Broken Chip 2 [1] will give you 12 total STR and INT, which is nice for trying to hit instacast.
Broken Chip 2 [1] Any Last Room
INT + 4.
[+ Broken Chips 1]
STR + 8, INT+ 8.
For early game, comboing this with Broken Chip 1 [1] will give you 12 total STR and INT, which is nice for trying to hit instacast.
Sheriff's Right Badge [1] Right Rock Ridge Quest
If the users base Vit is 90 or higher,
Max HP + 1000
If the users base Int is 90 or higher,
Matk + 3%
If the users base Dex is 90 or higher,
Reduces the variable casting time of skills by 5%.
For early game, this is one of the best free(!) slotted(!!!) accessories that you can get by doing the Fistful of Zeny Rock Ridge quest. Plus, the quest gives a solid chunk of EXP.

Builds

Support Sorcerer

So... the cheapest yet still effective sorcerer build. Your main job will be to make sure your party doesn't die to land-based magic with LP, keep everyone's SP up with Health Conversion and Soul Change, and dispel enemies with certain buffs so they're easier to kill. That's like, the minimum requirement. Other than that, extra things you can and might be expected to do are keep Striking on DPS classes, Endow DPS' weapons with the correct element, and use the correct Insignias.
Keep in mind that even if you're going to play some other build, this will be expected of you in almost every party that you join.

Stats

  • STR 1-30 - If you've got any extra points, just throw them in here or in LUK. You'll need some carrying capacity to carry all your materials.
  • AGI 1 - Ehhhh. You could take 100 total AGI I guess, if you want to be Sleep immune.
  • VIT 100 - I'd take 100 total VIT at least, just so you don't get stunned randomly.
  • INT 120 - You won't be using this for damage, but having more SP will be better for keeping up your allies' SP too. Also, reduces cast time of course.
  • DEX 120 - Dex Boots. You're gonna want Dex Boots (and also Sacrament from your party's AB) so you can cast at a reasonable rate. I'm not here to spend half a century trying to cast Land Protector. You've got both Variable and Fixed cast on most of your important spells.
  • LUK 1-30 - Just throw whatever you've got left in here or in STR, gives you a little bit of random resists and perfect dodge.

Skills

AraSorcSkills FS1.png

Important Skills:

  • 12.png Safety Wall - Can save you from potentially deadly melee attacks, as some bosses can auto hard.
  • 18.png Fire Wall - Not only good for leveling with Vertical Fire Wall (casting Fire Wall directly on your own cell to force it vertical for aiming purposes), but can also help proc on-hit effects like Runaway Magic, Wickebines Black Cat Ears, and Isilla Card.


AraSorcSkills FS2.png

Important Skills:

  • 280.png Flame Launcher281.png Frost Weapon282.png Lightning Loader283.png Seismic Weapon - These are your Endows. Use when someone asks for it. Maxing these will also give you higher damage boost on 2451.png Striking. Endowing a magic user will also boost that element's magic damage by Endow Level*1% (e.g. Level 4 Frost Weapon will increase a Warlock's Jack Frost by 4%).
  • 373.png Health Conversion374.png Soul Change - Make sure your own SP and your party's SP is enough.
  • 288.png Land Protector - Saves your party from potentially dangerous land-based magic.
  • 286.png Deluge287.png Violent Gale285.png Volcano - Boosts damage of the corresponding element. CANNOT be used with Land Protector.
  • 289.png Dispel - Removes all of an ally or enemy's buffs and debuffs.
  • 404.png Wall of Fog - Reduces incoming ranged autoattacks by 75%, ranged skills by 25%, and targetted skills (e.g. Asura, Tetra Vortex) trying to hit into someone in Fog will have a chance to fail. Since we don't get access to Pneuma (outside of 5008.png Elemental Shield or setting a Level 3 2459.png Ventus to Defensive Mode), you can stack a Wall of Fog on top of a Safety Wall for very good protection.


AraSorcSkills FS3.png

Important Skills:

  • 2451.png Striking - Increases damage on physical DPS.
  • 2453.png Vacuum Extreme - Roots monsters for a while, depending on their STR. If you only plan on running instances with your Sorcerer, you don't need this skill (doesn't work in instances). However, it does work in Bio5, where you can root all of the maggot spawns for a while.
  • 2465.png Fire Insignia2466.png Water Insignia2467.png Wind Insignia2468.png Earth Insignia - Whether you want to take these depend on what you're running. If you're running instances with a boss that doesn't move much, be sure to get level 1 in the monster's element or similar (e.g. vs Root of Corruption (Earth 3), put level 1 Earth Insignia on it to make it take 50% more fire damage). In dungeons like Bio5 without static bosses, you don't need Insigs.
  • 2459.png Summon Ventus2456.png Elemental Control - Get at least Ventus level 1, and Elemental Control level 2. Any Ventus on Elemental Control level 1 will give you 1 second reduced fixed cast, and level 1 Ventus on Level 2 Elemental Control will give you FLEE and movement speed.

    Equipment

    Headgear
    Item Type Notes
    Asgard Blessing [1] Upper Cheap and usable on a lot of classes, Asgard's Blessing will help you stay alive and healthy.
    Guard's Cap [1] Upper A recent alternative to Asgards, Guard's Cap gives Neutral and Ranged resist instead of all-element but is very good in certain situations. Specifically, situations where you are being hit by Neutral and/or Ranged damage. :)
    Monocle [1] Mid Nice for just the slot. Mine has a Nightmare Card in it, for bio5. If you're less of a cheapass than me, you can put a Gemini-S58 Card in here and another one in your upper headgear to skip using a Medusa Card.
    Poison Breath [1] Lower If you're using a Giant Snake Skin [1] as a Garment, using this lower headgear is nice for some extra tankiness, since it gives you some Neutral Resist based on your VIT.
    Armor
    Item Type Notes
    Hero Magic Coat [1] Armor You're support. You're not going to be on +20 INT/DEX foods to reach instacast, and even if you are you're still not going to have instacast on all those fixed cast spells. Your Ventus dies, like, all the time, so she's not always that dependable either. You'll want this armor at an odd refine (mine's at +1) so you can get uninterruptible cast.
    Orleans's Gown [1] Armor A cheaper, worse version of Hero Magic Coat [1] that gives uninterruptible cast.
    Excellion Suit Armor An unbreakable armor that you can put a Frozen Supplement Module. This usable in dungeons that can both freeze you and break your armor, like Bio5, if you don't want to be using Shining Defense Scrolls.
    Shield
    Item Type Notes
    Valkyrja's Shield [1] Shield Very nice for defensive stats. The less you die, the less work your AB will have to do.
    Purified Knight's Shield [1] Shield You really can't beat this shield with like anything tbh.
    Weapon
    Item Type Notes
    Moonlight Dagger [0] Weapon Maximize your Soul Change SP with 1 easy dagger.
    Rod [4] Weapon Nice to throw 4 cards like Essence of Evil VIT 3 into. Or Essence of Evil DEX 3 for cast time!
    Garment
    Item Type Notes
    Giant Snake Skin [1] Garment A mix of INT and DEX will help you with your cast time. The combo with Temporal Boots will also give you some survivability.
    Manteau of Airship [1] Garment Very nice for the Neutral Resist. Plus weighs 0!
    Boots
    Item Type Notes
    Temporal Boots of Dexterity [1] Boots Reduce your casting time. You can't always count on Ventus passive since she keeps dying.
    Illusion Leg B-Type [1] Boots Reduce your cast time even MORE. Wahoo.

    To add: Glorious Rings, Black Rosaries, MIR/PER, alice card, horn card, iara card

    Strategy

    What does a Support Sorcerer do? Well, you have a couple of jobs, depending on what content you're running.

    1. Make Sure Everyone has SP
      • Turn on @showsp. This will change everyone in your party's HP bars into their SP bars instead. Keep in mind that you will not be able to see their HP when showsp is on. Strangely enough, you can see your own HP bar though.
      • Use the party window to target. People walk around. The names in party window don't walk around. Don't forget to shift click for Soul Change.
      • Remember that Health Conversion costs 5 SP to cast. If your target is at 0 SP and then you Soul Change them, you will be at 0 SP. Make sure you have some way of getting that 5 SP so you can start generating SP again.
      • Check the numbers in the party window. Make sure your target has less than half of your SP before you Soul Change them. Your AB isn't going to be happy if you're stealing their SP instead of providing for them.
      • If your party has 2 Performers, they may be using Song of Mana. If they are, you probably don't have to give SP, that skill gives wack SP regen.
    2. Dispel certain enemies. You'll want to dispel buffed enemies that have statuses like:
      • Agi Up (Celia in Bio3/5, Beelzebub, Valkyrie Randgris)
      • Hallucination Walk (Stephan in Sky Fortress)
      • Defender (Those thorn thingies on the 2nd to last boss in ET, Randel in Bio3/5)
      • Reflect Shield (Amdarius in OGH Hard, Randel in Bio4/5)
      • Max Pain (Kimi in HTF, Sorin in Bio3/5)
      • Magic Mirror (Fallen Bishop Hibram, Beelzebub)
      • And also allied Suras and other party members who ask for Dispel/Clearance

      Keep in mind that you also do not want to dispel enemies that your allies have already debuffed. Dispel will remove debuffs like Warlock's Magical Intoxication (from Comet) and Guillotine Crosses' Dark Claw. If you dispel a boss that has one of these debuffs applied to them, your allies can and will flame you.

    3. Use Land Protector. Land Protector blocks Ground-targeted Magic. That means nothing Physical or unit-targetted will be blocked. Here's some common skills that will or will not be blocked.
      WILL BLOCK:
      • Comet
      • Storm Gust
      • Psychic Wave
      • Fire Wall
      • Meteor Storm
      • Pneuma
      • Safety Wall
      • Grand Cross/Dark Grand Cross
      • Earth Strain
      WILL NOT BLOCK
      • Earthquake
      • Hell's Judgement
      • Jack Frost
      • Wide Stone Curse/Wide Soul Drain/Wide Sleep
      • Dragon Breath
      • Ignition Break
      • Arullo

      Keep in mind that this is not even close to being a complete list of blocked/unblocked skills. In dungeons such as Bio5 (Tomb of the Fallen), you will be expected to keep Land Protector under the party (or under specific party members) at all times. If you have a Warlock in your bio5 party, be sure not to LP too far forward, since they cannot cast Comet on enemies on top of LP. In addition, you might want to LP over enemy pneumas so that your ranged DPS can hit them.

    4. Use Land-based Buffs at boss fights
      • Land-based Buffs include Deluge, Violent Gale, Volcano, and your 4 elemental Insignias.
      • Deluge, Violent Gale, and Volcano will boost damage of the same type. For example, if you're fighting a Water-element boss, put a Violent Gale under your party's DPS so their Wind-element damage is boosted.
      • Keep in mind that these 3 skills do not work on top of other ground-based skills. For example, if you place a Safety Wall on the floor, and then cast Volcano on top of the Safety Wall, the 1 cell occupied by the Safety Wall will not have bonuses from Volcano, but the Volcano will still apply on all the other cells. Other common spells that block these ground spells are Neutral Barrier, Wall of Fog, and Pneuma.
      • Elemental Insignias will make units take more damage from the element the insignia is weak to, and boost elemental damage of the same type. It will also restore a % of HP to units of the same element, and do damage to units of the weakened element over time.
      • Most Common Use: place a level 1 insignia of the same element on a boss (Level 1 Water Insignia on a Water-element boss), then put the element strong vs the boss on your party (Level 2 Wind Insignia on your Party if physical DPS, level 3 if magic DPS). Some Sorcerers like to cast the 2nd insignia also on top of the boss to negate the hp% healing, but usually the healing is not strong enough to be a concern.
    5. Use Targetted Buffs
      • This is your last priority. When everything else is done, no one needs SP, you're chilling.
      • Use Striking on any physical DPS in your party.
      • Use an Endow on any Magical DPS. For example, use Wind Endow on a Chain Lightning Warlock to increase all their Wind Magic by 5%.
      • Keep in mind to Endow Physical DPS when they ask for it, and not at the very end.

    DPS Sorcerer

    Alright so you've got some zeny now, nice job. You wanna do damage? Sure, but just don't forget that you're still expected to support if you're in a party.

    Just as a general warning here first. If you want to build DPS Sorcerer because you heard that someone else was doing a ton of damage with it, take it with a grain of salt. There's a couple issues with damage numbers being taken as presented:

    • What are the hitting? Usually these damage numbers come from Training Dummies, which are immobile and don't have much resists. In practice, monsters will move, which will make insignias much less effective if you or your tank cannot make it stay in place. Insignias have the same duration as its CD, so you won't be able to move them easily after you place them. In addition, elements and magic defense on actual monsters will affect your actual damage.
    • What buffs do they have? Some people use full buffs for their damage testing, which will give them higher damage numbers. See if you have access to these buffs for the content that you want to run with Sorcerer. This includes, but is not limited to:
      • Arch Bishop Buffs - Canto/Clem, Odin's Blessing, Expatio, Imposito Magnus, Sacrament, some especially deceitful people will show you damage involving Lex Aeterna
      • Performer Buffs - Bragi, Unlimited Humming Voice
      • Ninja Buffs - Distorted Crescent
      • Doram Buffs - Whatever shrimp stuff they have going on
      • Foods and other Consumables - +20/10 foods, MH2 Tonics if applicable, Rune Strawberry Cake, Rainbow Cake, Herb of Incantation, Fenrir Power Scroll

    The difference between solo Sorc without insignia support and a fully supported Sorc with a nonmoving target is huge, make sure you know what's up before investing.

    Stats

    It's more or less the same as Support Sorcerer.

    • STR 1-30 - If you've got any extra points, just throw them in here or in LUK. You'll need some carrying capacity to carry all your materials.
    • AGI 1 - If you're soloing, you might want to consider getting a couple more AGI just for the FLEE chance, but I wouldn't invest too hard into it. You don't need ASPD because of all of the hard cooldowns your skills have. Take 100 total AGI if you want sleep immunity.
    • VIT 1-100 - I'd take 100 Total VIT, just so you don't get stunned randomly.
    • INT 120 - Gives you SP, gives you cast time, and gives you damage. Nice.
    • DEX 120 - Dex Boots. You're gonna want Dex Boots (and also Sacrament from your party's AB) so you can cast at a reasonable rate. I'm not here to spend half a century trying to cast Land Protector. You've got both Variable and Fixed cast on most of your important spells.
    • LUK 1-30 - Just throw whatever you've got left in here or in STR, gives you a little bit of random resists. Some MATK too!

    Skills

    AraDPS1.PNG
    Important Skills: (same as for Support Sorcerer, but I'll paste them here for readability)

    • 12.png Safety Wall - Can save you from potentially deadly melee attacks, as some bosses can auto hard.
    • 18.png Fire Wall - Not only good for leveling with Vertical Fire Wall (casting Fire Wall directly on your own cell to force it vertical for aiming purposes), but can also help proc on-hit effects like Runaway Magic, Wickebines Black Cat Ears, and Isilla Card.

    AraDPS2.PNG
    Important Skills: (same as for Support Sorcerer, but I'll paste them here for readability)

    • 280.png Flame Launcher281.png Frost Weapon282.png Lightning Loader283.png Seismic Weapon - Endows. Maxing these will also give you higher damage boost on 2451.png Striking. Endowing a magic user will also boost that element's magic damage by Endow Level*1% (e.g. Level 4 Frost Weapon will increase a Warlock's Jack Frost by 4%).
    • 373.png Health Conversion374.png Soul Change - Make sure your own SP and your party's SP is enough.
    • 288.png Land Protector - Saves your party from potentially dangerous land-based magic.
    • 286.png Deluge287.png Violent Gale285.png Volcano - Boosts damage of the corresponding element. CANNOT be used with Land Protector. I take less levels than in the Support build, because I spent points into Earth Spike/Earth Drive as prerequisites instead.
    • 289.png Dispel - Removes all of an ally or enemy's buffs and debuffs.
    • 404.png Wall of Fog - Reduces incoming ranged autoattacks by 75%, ranged skills by 25%, and targetted skills (e.g. Asura, Tetra Vortex) trying to hit into someone in Fog will have a chance to fail. Since we don't get access to Pneuma (outside of 5008.png Elemental Shield or setting a Level 3 2459.png Ventus to Defensive Mode), you can stack a Wall of Fog on top of a Safety Wall for very good protection.

    AraDPS3.PNG

    Equipment

    Psychic Wave Build

    Upper: Ceremonial Crown, Celestial Coronet, Antiquity Cap, Spell Circuit, Old Wind Whisper, Illusion Morpheus's Hood, Wickebine's Black Cat Ears
    Mid: Magical Booster, Black Devil's Mask, Black Frame Glasses, Monocle
    Lower: Magical Rosary in Mouth, Rosary in Mouth
    Armor: Int Soutane, Illusion Armor B-Type, Flattery Robe
    Weapon: Psychic Spear Rod, Shadow Staff, Illusion Staff of Bordeux, Mental Stick
    Shield: Purified Knight's Shield, Cursed Knight's Shield, Mad Bunny
    Garment: Clergy Manteau, Illusion Engine Wing B-Type, Any Illusion Garment (Illusion Survivor's Mant, Illusion Muffler, etc.), Giant Snake Skin
    Boots: Temporal Boots of Dexterity, Illusion Leg B-type
    Accessory (L): King Schmidt's Divine Power Insignia, Illusion Battle Chip (L), Magical Intensifier Ring
    Accessory (R): Illusion Battle Chip (R), Magical Intensifier Ring

    Varetyr Spear Build

    Upper: Old Wind Whisper
    Mid: Magical Booster, Black Devil's Mask, Black Frame Glasses, Monocle
    Lower: Magical Rosary in Mouth, Rosary in Mouth
    Armor: Int Soutane, Illusion Armor B-Type, Flattery Robe
    Weapon: Psychic Spear Rod, Illusion Staff of Bordeux
    Shield: Purified Knight's Shield, Cursed Knight's Shield, Mad Bunny
    Garment: Clergy Manteau, Illusion Engine Wing B-Type, Any Illusion Garment (Illusion Survivor's Mant, Illusion Muffler, etc.), Giant Snake Skin
    Boots: Temporal Boots of Dexterity, Illusion Leg B-type
    Accessory (L): King Schmidt's Divine Power Insignia, Illusion Battle Chip (L), Magical Intensifier Ring
    Accessory (R): Illusion Battle Chip (R), Magical Intensifier Ring

    Diamond Dust Build

    Upper: Ceremonial Crown, Celestial Coronet, Antiquity Cap, Spell Circuit, Old Wind Whisper, Illusion Morpheus's Hood, Wickebine's Black Cat Ears
    Mid: Magical Booster, Black Devil's Mask, Black Frame Glasses, Monocle
    Lower: Magical Rosary in Mouth, Rosary in Mouth
    Armor: Int Soutane, Illusion Armor B-Type, Flattery Robe
    Weapon: Dust Grave, Chilly Spellbook, Icicle Staff, Illusion Staff of Bordeux
    Shield: Purified Knight's Shield, Cursed Knight's Shield, Mad Bunny
    Garment: Clergy Manteau, Illusion Engine Wing B-Type, Any Illusion Garment (Illusion Survivor's Manteau, Illusion Muffler, etc.), Giant Snake Skin
    Boots: Temporal Boots of Dexterity, Illusion Leg B-type
    Accessory (L): King Schmidt's Divine Power Insignia, Illusion Battle Chip (L), Magical Intensifier Ring
    Accessory (R): Illusion Battle Chip (R), Magical Intensifier Ring
    Shadow Gear: Sorcerer Shadow Glove + Book

    Earth Grave Build

    Upper: Ceremonial Crown, Celestial Coronet, Antiquity Cap, Spell Circuit, Old Wind Whisper, Illusion Morpheus's Hood, Wickebine's Black Cat Ears
    Mid: Magical Booster, Black Devil's Mask, Black Frame Glasses, Monocle
    Lower: Magical Rosary in Mouth, Rosary in Mouth
    Armor: Int Soutane, Illusion Armor B-Type, Flattery Robe
    Weapon: Dust Grave, Chilly Spellbook, Hellfire Staff, Illusion Staff of Bordeux
    Shield: Purified Knight's Shield, Cursed Knight's Shield, Mad Bunny
    Garment: Clergy Manteau, Illusion Engine Wing B-Type, Any Illusion Garment (Illusion Survivor's Manteau, Illusion Muffler, etc.), Giant Snake Skin
    Boots: Temporal Boots of Dexterity, Illusion Leg B-type
    Accessory (L): King Schmidt's Divine Power Insignia, Illusion Battle Chip (L), Magical Intensifier Ring
    Accessory (R): Illusion Battle Chip (R), Magical Intensifier Ring
    Shadow Gear: Sorcerer Shadow Glove + Book

    Strategy

    Spellfist Sorcerer

    Stats

    (It's... different!)

    • STR 1-30 - Just for carry capacity. My build I take 2 STR lol.
    • AGI 120 - Definitely take 120 if you're using AGI Boots. Otherwise, you'll still need 120 to hit 193. I don't use a shield so I can hit 193 without using AGI boots/enchants.
    • VIT 1-100 - As before, there's the stun thing. Also you're gonna be in melee range, so... you know. My personal build has 35.
    • INT 120 - Damaj.
    • DEX ~90 - Alight so this time around you actually don't want Dex Boots. If you get instacast on your bolt spells, that's honestly kind of awkward because you need to be casting Spellfist during the cast time. Take off some DEX(or stop using Hawkeye enchanted Temporal Boots I guess) if you have trouble getting in the Spellfist cast.
    • LUK 90 - idk i dumped everything else in here for damage. i guess you could move some to vit or str lol

    Skills

    AraSF1.png
    AraSF2.png
    AraSF3.png

    Key Skills

    Skill Notes
    14.png Cold Bolt
    19.png Fire Bolt
    21.png Lightning Bolt
    You get 3 elements to work with here. Which bolt you want to use affects what element damage you'll be doing. Let's say you're gonna be fighting Undead stuff. You go 19.png Fire Bolt. You gonna go kill that spider in Demon God?
    Why.
    But you'll probably want to use 21.png Lightning Bolt.
    If you don't get any elemental advantage at all from your 3 elements, you'll mostly likely be best off going 14.png Cold Bolt. This is because you can use level 3 Elementals to increase your damage, and Aqua will increase your MATK. If you don't have enough ASPD, you can also use Ventus instead for the extra 5 ASPD and use 21.png Lightning Bolt.
    279.png Advanced Book Books are the best weapon for Spellfist, and this gives you extra damage and ASPD. The damage won't really do you any good but hey, it's 5% ASPD. If you insist on using a Rod, I guess you could ignore this.
    279.png Autospell You'll see that I only have 279.png Autospell at level 4. That's because everything above level 4 isn't Bolt skills anymore, so it'd be a waste of points. Since you'll be boosting Bolt damage with your equipment, autocasting bolts would be a decent addition to your damage. Keep in mind that your 279.png Autospell bolts WILL put you on aftercast delay(CD in Mouth and other autocast gear bolts will too), and you won't be able to cast Spellfist on these bolts because they don't have a cast time.
    482.png Double Casting This skill won't improve your Spellfist Damage, but it WILL increase your autocast bolt damage, including those from 279.png Autospell.
    2445.png Spellfist So what you do is you cast your bolt spell. Before the cast bar finishes, you just press your 2445.png Spellfist key. That will cancel your Bolt spell and empower your next couple autoattacks. These hits will Ignore FLEE, be reduced by MDEF, and be able to be blocked by Safety Wall. If they Crit, only the physical portion (the unempowered part) will be affected by crit modifiers and such.
    2457.png Summon Agni
    2458.png Summon Aqua
    2459.png Summon Ventus
    2460.png Summon Tera
    Level 3 Elementals on Passive mode will let you autocast bolts of the corresponding element. They'll also give you some other nice bonuses when you have them in Passive Mode. I'd list them but honestly you might want to check out Seandh's Sorcerer Guide for them, he does a better job of explaining them than I could ever do.
    2456.png Elemental Control You'll mostly be using level 1, to put your elemental in Passive Mode.
    2465.png Fire Insignia
    2466.png Water Insignia
    2467.png Wind Insignia
    2468.png Earth Insignia
    You'll see that I maxed out 2466.png Water Insignia and took level 1 2465.png Fire Insignia. That's because I made this page with the thought of using Cold Bolt-based Spellfist. Take the level 3 Insignia of the element you want to use, and level 1 of what element is weak to your element. So if you're using Fire Bolt, you take level 3 2465.png Fire Insignia and level 1 2468.png Earth Insignia, and if you're using Lightning Bolt you take level 3 2467.png Wind Insignia and level 1 2466.png Water Insignia. Level 3 will boost Magic Damage of the corresponding element, and level 1 will make units standing inside of it take more damage from the opposite element.

    Equipment

    Headgear: Magician's Nightcap, Wickebines, Snake Hat, BDM/BFG/Monocle/Slotted Mid, Rainbow Scarf (Red/Yellow Lichtern/Tikbalang/Weakened Fenrir)
    Armor: Illusion Armor B-Type, Flattery Robe (Agav, Sweet Nightmare)
    Weapon: Boltijin, Elemental Origins, Ledger of Death, VM Book, Chilly Spellbook (Ju/Faithful Manager)
    Shield: Mad Bunny, Valk, Ultralight Magic Shield, CKS (Whatever card)
    Garment: Fallen Angel Wings, GSS, HBP, Illusion Engine Wing B-Type (Marsh Arclouse/Faceworm Larvae/Nightmare Ancient Mummy)
    Boots: Elemental boots, Int/AGI/DEX boots (ASPD/Spell + RM)(Note: +9 Illusion Leg B-Type with FCT can possibly mess up your Spellfist cast, recommend not using) (Nightmare Verit)
    Acc: Battle Chips, MIR, POM King Schmidt's Divine Power Insignia (Mavka/Headless Mule/Elvira)

    MH2 Tank Sorcerer

    THIS BUILD PROBABLY NO LONGER KEEPS AGGRO, WILL UPDATE EVENTUALLY

    Hello, I don't play tank Sorcerer in MH2 but here's my theorycraft + input from people that actually play this for how it should go.

    Stats

    • STR 1-30 - Just for carry capacity. My build I take 2 STR lol.
    • AGI ??? - FLEE is low in MH2 so I doubt it'll be useful, but maybe for ASPD to keep aggro?
    • VIT 120 - As a tank, you'll want HP to last longer without heals, plus Max Potion will heal you more. Gold Dragon Plate Combo will also reduce more damage based on every 30 base VIT.
    • INT 120 - Cast Time
    • DEX 120 - Cast Time
    • LUK ??? - Dump Stat?

    Skills

    Keep in mind that if your MH2 party's Warlocks are weaker than your physical DPS, you can opt for the physical options instead.

    Vs Garronath
    Skill Effect Target
    284.png Dragonology Increases your dragon resistance None (passive)
    157.png Energy Coat Reduce damage taken at the cost of losing a small amount of SP per hit. None (automatically casts on self)
    2467.png Wind Insignia (Level 3) Increases Wind Magic Damage, reduces Aftercast Delay of Wind Magic by 10% Ground (use under Warlocks if any in party)
    2466.png Water Insignia (Level 1) Increases Wind Damage taken for all units inside Insignia Ground (under Garronath if any Warlocks in your party)
    2465.png Fire Insignia (Level 2) Increases Fire Physical Damage, increases ATK, endows units' weapons with Fire Ground (under Physical DPS if no Warlocks)
    2465.png Fire Insignia (Level 3) Increases Fire Magical Damage, increases MATK Ground (under Warlocks if any in party)
    2468.png Earth Insignia (Level 1) Increases Fire Damage taken for all units inside Insignia Ground (under Garronath if no Warlocks in party)
    287.png Violent Gale Increases Wind Damage Ground (under Warlocks if any in party)
    285.png Volcano Increases Fire Damage, Increases ATK Ground (under DPS if no Warlocks)
    2451.png Striking Increases ATK and Crit Chance (max Endows for best effect) Physical DPS
    282.png Lightning Loader Endows Weapon with Wind, Increases Wind Magic Damage Warlocks, and Physical DPS (if there is also a Warlock in the Party)
    Vs Nysori
    Skill Effect Target
    157.png Energy Coat Reduce damage taken at the cost of losing a small amount of SP per hit. None (automatically casts on self)
    2467.png Wind Insignia (Level 3) Increases Wind Magic Damage, reduces Aftercast Delay of Wind Magic by 10% Ground (use under Warlocks if any in party).
    2466.png Water Insignia (Level 1) Increases Wind Damage taken for all units inside Insignia Ground (under Nysori)
    2467.png Wind Insignia (Level 2) Increases Wind Physical Damage, endows units' weapons with Wind Ground (under DPS if no Warlocks)
    2465.png Fire Insignia (Level 3) Increases Fire Magical Damage, increases MATK Ground (under Warlocks if any in party).
    287.png Violent Gale Increases Wind Damage Ground (under DPS)
    2451.png Striking Increases ATK and Crit Chance (max Endows for best effect) Physical DPS
    282.png Lightning Loader Endows Weapon with Wind, Increases Wind Magic Damage Warlocks and Physical DPS

    Equipment

    Headgear
    Item Type Notes
    Asgard Blessing [1] Upper Although I'm not sure if the HP regen works in MH2 or not, the 5% all-resist gives 5% neutral resist for resisting monster autoattacks and 5% every other element resist for monster skills.
    Guard's Cap [1] Upper Neutral Resist will let you take less damage from monster autoattacks which is the majority of the damage you take in MH2, assuming you dodge the other stuff.
    Aegir Helm [1] Upper When worn with Aegir Armor [1], you get 10% Fish Resist which is great vs Nysori.
    3D Glasses Mid Neutral Resist is cool.
    Umbala Spirit Lower Lower headgear doesn't really matter too much, this one gives you a little bit more HP.
    Magical Rosary In Mouth Lower Lower headgear doesn't really matter too much, this one gives you a little bit more stats.
    Poison Breath Lower Use this only if you're also wearing Giant Snake Skin [1].
    Leaf Cat Card Card Water Resist headgear card, very nice for Cage fight vs Nysori.
    Bungisngis Card Card Gives extra HP. Use this in your upper headgear if you're also using a slotted mid headgear with Rigid Sky Deleter Card.
    Rigid Sky Deleter Card Card Gives extra HP. Use this if you only have 1 headgear slot and you want the HP.
    Armor
    Item Type Notes
    Gold Dragon Plate [1] Armor You want Dragon or Fish resist enchants on this armor, depending on which boss you're fighting.
    Aegir Armor [1] Armor Use if also using Aegir Helm [1] vs Nysori
    King Schmidt's Suit [1] Armor Needs +9 and preferably poison element enchant vs Garronath and +11 and preferably water element enchant vs Nysori.
    Argiope Card Card Use vs Garronath if your armor does not already have Poison Element enchant. I guess if you already have poison enchant you can use Ominous Solider Card?
    Pot Dofle Card Card Use vs Nysori.
    Weapon
    Item Type Notes
    Crimson Bible [2] Weapon It really doesn't matter what weapon you use. Books are cool because you get more ASPD.
    Vicious Mind Book [1] Weapon ^^^
    Ledger of Death [2] Weapon ^^^^^^
    Book [3] Weapon Book of Billows [3] Book of Mother Earth [3] Book of Blazing Sun [3] Book of Gust of Wind [3] also have 3 slots, means you get more ASPD if you throw Dancing Marionette Card in them.
    Dancing Marionette Card Card Gives ASPD, your ATK doesn't matter.
    Shield
    Item Type Notes
    Purified Knight's Shield [1] Shield Gives the most all-resist (and ASPD if refined). Get fish or dragon resist for best effect.
    Cursed Knight's Shield [1] Shield Knight's Shield [1] is the same as this (but from the Cash Shop). Slightly less all-resist and coolness than Purified, get fish or dragon resist for best effect.
    Bloody Knight's Shield [1] Shield This is exactly the same as Cursed Knight's Shield but it means your luck sucks. -1 style points.
    Valkyrja's Shield [3] Shield No neutral resist for autoattacks, but if you want to swap this on for cage fight vs Nysori you do get some more water resist.
    Sky Petite Card Card Use vs Garronath. Remember that Alice Card does NOT work in MH2.
    Rafflesia Card Card Use vs Nysori.
    Garment
    Item Type Notes
    Dragon Scale Hood [1] Garment Get Dragon or Fish resist enchants.
    Dragon Breath [1] Garment Nice vs Garronath.
    Giant Snake Skin [1] Garment As a super budget option, you can use this with Poison Breath for some neutral resist. You can get VIT enchants for some extra HP. You can also combo it with Temporal Boots of whatever for some extra HP but at that point you might be a bit too budget, might have a hard time staying alive.
    Raydric Card Garment Neutral resist is nice for taking less damage from monster autos.
    Marse Card Card Nice in cage fight vs Nysori.
    Boots
    Item Type Notes
    Dragon Scale Boots [1] Boots Nice vs Garronath.
    Temporal Boots of Dexterity [1] Boots If you'd like some better cast time on Insignias, this is fine. You do lose out on some resist and if you happen to have Muscular Endurance you might freak your AB out a bit if it procs. None of the special enchants are really great.
    Temporal Boots of Vitality [1] Boots Some HP if you want, I guess.
    Green Ferus Card Card Gives some HP. Matyr Card does almost the same thing but 1 AGI instead of VIT so slightly worse.
    Accessory
    Item Type Notes
    Glorious Ring Accessory Nice in Cage Fight vs Nysori.
    Physical Enhancer Ring [1] Accessory Water Resist vs Nysori or All-Resist (except Neutral) are fine.
    Magic Intensifier Ring [1] Accessory ^^^
    King Schmidt's Rigid Insignia [1] Left Accessory Some extra HP. None of the special enchants really matter, you probably shouldn't be using Temporal Boots for the combo anyway.
    Royal Guard Ring [1] Right Accessory Some extra HP.
    Phen Card Card Since there's not a lot of Fixed Cast Time reduction in this build, you'll definitely want Phen Card so you can cast your Insignias and also use MH2 consumables like the trap stuff.
    Poporing Card Card Nice vs Garronath, when you or your teammate gets Fester stacks.
    Iara Card Card If your teammate doesn't wear Marc Card because they're an idiot and you want to be prepared, you can bring this maybe as a swap vs Nysori.

    Headgear (Top): Guard's Cap, Asgard's Blessing, Aegir Helm(for Nyso) [Leaf Cat Card for Nyso, nothing really good here for Garro, can Bungisnsis or Rigid Sky Deleter]
    Headgear (Mid): 3D Glasses
    Headgear (Lower): Doesn't really matter, Umbala Spirit/Magical Rosary in Mouth for a little extra HP, Poison Breath if using Giant Snake Skin in Garment
    Armor: Gold Dragon Plate (Dragon or Fish resist enchants), Aegir Armor (for Nysori), King Schmidt's Suit(if +9 and poison enchant for Garro, 11 and water enchant for Nysori), [Argiope Card for Garro, Pot Dofle Card for Nyso]
    Weapon: Crimson Bible, Vicious Mind Book, Ledger of Death,Book[3] [??? Card, maybe Dancing Marionette?]
    Shield: Purified Knight's Shield, Cursed Knight's Shield, Bloody Knight's Shield (Dragon or Fish resist enchants for these 3 shields), Valkyrja's Shield [Sky Petite Card for Garro, Rafflesia Card for Nyso]
    Garment: Dragon Scale Hood (Dragon or Fish resist enchants), Dragon's Breath (for Garro) [Raydric Card, Marse Card for Nysori Cage swap]
    Boots: Dragon Scale Boots (Dragon or Fish resist enchants) [Green Ferus]
    Acc: Glorious Ring, Physical Enhancer Ring [Water Resist or All-Resist enchants], Magic Intensifier Ring [Water Resist or All-Resist enchants] [Phen Card, Poporing Card for Garro, Iara Card if you really want to cure frozen people in Nyso and your AB is sleeping mid-run]

    PvP Modes Sorcerer

    I'll start this off by saying that I'm by no means a good PvP sorcerer player, but I know what I'm supposed to be doing at least. There's many, many ways to play BG/WoE sorcerer, and I'll just be covering the way I play it and touch upon some alternate builds I've heard about.

    Stats

    • STR 1-60 - You have to carry a lot of random stuff, plus your lack of AGI will make you vulnerable to Chaser Masqs if you don't have enough carrying capacity.
    • AGI 60+ - Agi for Chaser Masq resist. I used to run 1 AGI, now I've seen the light and run more AGI.
    • VIT 120 - As a support, you want to survive as much as possible.
    • INT 110 - You won't be using this for damage, but you want instacast. Depending on your gear, you can reduce this.
    • DEX 120 - You'll need to swap on Dex Boots occasionally, so you need 120 here.
    • LUK 1-30 - Just throw whatever you've got left in here or in STR, gives you a little bit of random resists.

    Skills

    Example of an already currently laid out skill build, OR listing essential skills for the build with comments

    Either text or image format.

    Equipment

    List of the key pieces of equipment recommended for said build.

    Upper: Defensive Cat Ear Beret, Warlords Beret, Black Feather Beret, Feather Beret
    Mid: Challenger's Blindfold, Blush of Groom
    Lower: Handkerchief in Mouth, Gentleman's Pipe, Poker Card in Mouth
    Armor: WoE Robe, Warlord's Mail
    Weapon: Combat Knife
    Shield: Purified Knight's Shield, Cursed Knight's Shield, Valkyrja's Shield
    Garment: WoE Muffler, Temporal Manteau
    Shoes: WoE Shoes, Temporal Boots of Dexterity
    Accessory: Physical Enhancer Ring, Magic Intensifier Ring, Glorious Ring

    Strategy

    Class-specific Tips

    @showsp/Soul Change/Health Conversion

    For beginning Sorcerers, @showsp/Soul Change/Health Conversion can be confusing. Here's an example of how this works.

    @showsp

    When you turn on @showsp, your party member's HP bars turn into their SP bars. It's still green, so it's not obvious that it's been turned on. When @showsp is on, you CANNOT see your party's HP bars.

    In the screencap below, the party menu on the left is @showsp OFF, and the party menu on the right is @showsp ON.

    Ara-showsp.png


    This isn't a super great example but you can notice the level 108 Rune Knight (3rd character) has 16351 HP and 656 SP and the level 111 Soul Reaper (6th character) has 10954 HP and 970 SP. The Professor (4th character) is me. The HP does NOT swap to SP for yourself.

    (Also I just realized the icons are all totally wrong. Like it's showing 1st class jobs instead of 3rd class. Please ignore that, I think it's just because that's how we joined the party.)

    Soul Change

    First think you need to know about Soul Change is that you need to hold Shift while you click to target allies with this skill. So you press your hotkey, hold shift, and then click on your target. For some people, turning on /ns (noshift) doesn't work for this, so just... hold shift to target it.

    Now how this skill works. Let's look at the above screencap again. I have 2433 Max SP (not shown). The RK has 656 SP. This means I need to have double 656 SP (1312 current SP) when I cast Soul Change to give the RK full SP. When I cast Soul Change, my current SP is replaced by half of the RK's current SP, and his SP is replaced with half of my current SP.

    As an example, imagine I have 1005/1500 SP and my target has 20/800 SP. After I cast Soul Change, I will have half of the target's SP (10/1500 SP). The target will have half of my SP (500/800 SP), AFTER subtracting the 5 SP cost of Soul Change.

    Health Conversion

    You just use the skill and it consumes your HP and gives you SP back. This one's pretty straightforward. You use it after Soul Change to restore your SP. You may want to ask your party's healer if you have one to heal you up.

    Keep in mind that if you Soul Change someone with less than 10 SP, you're left with less than 5 SP. If you have less than 5 SP, you can't cast Health Conversion due to its SP cost.

    Leveling

    This is just how I usually level my characters. Remember to equip the Ring of Experience from the Job Changer when you're under level 100 before it expires.

    Lv 1 - Lv 99

    • Lv 1 - Lv 30
      • First thing to do is either the NovaRO Tutorial if this is your first character.
      • If this isn't your first character, you can go to Izlude using @go Izlude, and walk up to 127/255 to enter the Izlude Academy. Talk to the Receptionist and ask to Register for the Academy. This should boost you to Level 3/Job 10.
      • Either way, put your Skill Points into Basic Skill, then change your job to Magician. If you don't know how to change your job, use @go 50 and talk to the Job Changer at 183/186.
      • Next, go down to the Basement of the Main Office. At 174/127, talk to Devon Aire and ask to join the Arc Wand Clan for the extra stats.
      • Level on some weak monsters until you hit around Level 20-30. An extremely incomplete list of suggested places are:
        • 1 map south of Prontera (Porings, Little Porings, Fabre, Lunatic)
        • Ant Dungeon (Ant Eggs, don't hit the actual ants)
        • 1 map east of Geffen (Fabre, Chonchons)
    • Lv 26 - Lv 32
      • If you want, you can do Instructor Boya's Eden Equipment Quest in Payon Cave: Talk to the Eden Group Member outside of Payon Cave before you start hunting Skeletons and Poporings. When you've completed them, report to the Eden Group Member, then to Instructor Boya. You will receive your first set of Eden Equipment from Administrator Michael in the room behind the Blue Door.
      • Remember that you don't need to max your Job Level to change to Sage since you will Transcend and reset later anyway. Change to Sage when you want.
    • Lv 50 - Lv 59
      • If you want, you can do Instructor Boya's Eden Equipment Quest in Orc Dungeon: Talk to the Eden Group Member outside of Orc Dungeon before you start hunting Orc Zombies and Orc Skeletons. When you've completed them, report to the Eden Group Member then to instructor Boya. You will receive your second set of Eden Equipment from Administrator Michael in the room behind the Blue Door.
    • Lv 70 - 79
      • If you want, you can do Instructor Ur's Eden Equipment Quest in Glast Heim: Talk to the Eden Group Member outside of Glast Heim Churchyard before you start hunting Wraiths and Evil Druids. When you've completed them, report to the Eden Group Member then to instructor Ur. You will receive your third and final set of Eden Equipment from Blacksmith Thorn in the room behind the Blue Door.
      • There's also normal board quests for Evil Druid and Wraith in the 71-85 board. There's no cooldown on these, so you can just do it repeatedly until you get to 85. I use this quests for after transcendence too.
    • Lv 85 - Lv 114
      • Level range to join the first bracket of Gramps quests. Note that Gramps quests are rotated at the start of every month. You can also hunt them outside of Gramps map. Use the @whereis (monster name) command to find out where a monster spawns.
      • When you're still a Sage, all I usually do in gramps parties is use Fire Wall to keep things away from yourself and other support classes.
      • Once you're a Professor, you can contribute to your party by typing @showsp to see your party's SP instead of HP. Once someone's SP drops low (lower than HALF of your current SP) you can give them some SP with Soul Change. Then, use Health Conversion to restore your own SP.
      • When you get to level 99, you can do one of 2 things:
        • Leave your gramps party and Transcend at the Job Changer. This will make you a Level 1/1 High Novice. You will need to get back to 85 to enter gramps again. (You can get to around 60 instantly by doing the Malaya Quest) Finish your Gramps quest now. You should be at around level 95. Turn in 1 gramps quest to hit level 99/70. Job change to Sorcerer now. Remember to NEVER job change to Sorcerer before you Transcend first.
        • Stay 99 and finish your Gramps quests. Once you finish the quest, leave the party and Transcend at the Job Changer. Get to 1st job again, then do the Malaya Quest. You'll get to around level 75. Job change to Professor. Turn in both gramps quests to get to 99/70. Job change to Sorcerer now. Remember to NEVER job change to Sorcerer before you Transcend first.
    • Lv 91 - Lv 99
      • Note that several quests in this board in particular give you the option of rewarding you with normal Base and Job EXP, or give zero Base EXP and twice as much Job EXP. If you think a particular build or job class may have trouble with getting Job Levels, please suggest some Lv 91-99 quests for them, and mention the double Job EXP reward option.
      • I like to take these quests if it has overlaps with the 85-115 Gramps quests. Sometimes Dark Priest, Roween, Kaho, Neraid, and Shinobi from this board is in the Gramps map

    Lv 100+

    Only instances that I think have content that will be useful will be listed here.

    • Lv 100
      • Minimum level to access Sara's Memory.
        • You might want to try running Sara's Memory to get some cheap INT/DEX foods. Make sure to go slow if you need to, and not mob more than you can kill. If your casting time is too long, make sure to have some kind of Phen Card effect(uninterruptable casting).
    • Lv 115 - Lv 144
      • Level range to join the second bracket of Gramps quests. As a Sorcerer, you can use Vacuum Extreme to keep groups of mobs in place, supply SP to your party members if needed with Health Conversion/Soul Exchange, and maybe do some damage to mobs if you're a bit geared (mostly if there's any Warlock players that are leveling a sorc reading this, you can reuse some Warlock gear here I guess). For those new, I would not suggest trying to do damage in gramps at this point or at any point without having to invest heavily.
    • Lv 120
      • Minimum level to access Ghost Palace.
        • Thanatos Staff (the one-handed one) from Ghost Palace is a very respectable starter weapon, if you want to pick it up. You will probably want to bring some uninterruptable casting effect here since there are some ranged monsters. Watch out in the Zombie floor to not get mobbed, and make sure the whole room is clear before you move on.
    • Lv 125
    • Lv 130
      • Minimum level to access Old Glast Heim, Charleston Crisis
        • Old Glast Heim, both normal and hard, will be nice to craft Temporal Boots if you opt for using those boots. If you can find a party, start running it as soon as you can. I believe you also get a little bit of EXP from it, but since the exp-share level gap is only 30, you will not get any monster EXP if there are any party members at level 200. Might be some completion EXP? Don't worry about being too weak, if you make sure no one runs out of SP, try your best not to die (don't run off by yourself), and keep Striking up on any physical DPS, usually no one will really care what your gear is. (This is actually true for most large-party instances)
        • Charleston Crisis gives nice instance-completion EXP, so joining a party when you can is nice.
    • Lv 145 - Lv 175
      • Level range to join the third bracket of Gramps quests. Gramps will be more or less the same at every bracket.
    • Lv 160
      • Minimum level to access Bios Island, Morse Cave, Temple of the Demon God, Monster Hunter, and Illusion of Luanda.
        • Do prereqs for Bios Island/Morse Cave/Temple of the Demon God (usually called BMD for all 3 instances together, in recruitment chats) as soon as you can, since these 3 instances need to be done in this order once and sometimes show up in the weekly instance quest rotation. It's much nicer to already have the quest complete than rush to finish it when it shows up. Also, Bios and Morse drop Prize of Hero, which has a chance to drop Hero Magic Coat, which is a really convenient way to get uninterruptable cast.
        • Monster Hunter 1 (also known as Low Rank hunts) needs to be done a couple times to get a set of Low Rank Shadow Gear. I recommend getting the DEX set (Tendrillion bosses) if you can get a party for it. Otherwise, any shadow set from MH1 is fine as long as you get 4 pieces. You'll need to fill all 4 Shadow Gear slots as a prerequisite to join Monster Hunter 2 hunts.
        • Illusion of Luanda has some item turn-in quests that can be done once per day. If you can get your hands on some Token of Wootan or Token of Megalith (dropped by all the mobs in this dungeon, some players might also sell these?) you can turn in 3 of each per day for a very respectable amount of EXP.
    • Lv 175
      • Minimum level to take Weekly Quests, enter Monster Hunter 2, Magma Dungeon F3, Abyss Glast Heim
        • Start taking Weekly Quests (from the Dailies NPC in the Main Office) as soon as you can. Try to do as many of the weekly quests as you can, and don't be discouraged if there's any of them that you can't complete. They're aimed at mid to endgame players, and tend to change depending on current Events.
        • Although MH2 is now unlocked, I don't really recommend doing this until you have the gear. Sorcerer is usually used in the Tank or Utility role.
          • If you opt for playing Tank, I have a short gear/skill guide here. You can use Nysori gear for Nyia, and Garronath gear for Garranth. Nyia/Garranth are much easier than their larger counterparts, so if you are beginning to gear for tank, you should be able to tank these. Tank Sorcerer enables higher damage than other tanks such as Minstrel and Royal Guard, but is not as good when your party is lesser geared, since they may need the extra ACD from Minstrel's Bragi.
          • If you opt for playing Utility, you really don't need any gear except some sort of Phen Card effect for uninterruptable cast. Although this is much cheaper, this does mean you have to find a party that is looking for a utility character, which tends to be much rarer.
        • Magma 3 and Abyss Glast Heim are dungeons released when the level cap expanded from 175 to 185, designed to give EXP mostly for this level range. You will probably need a party for these, you can treat them like a harder Gramps party.
          • Although the 175-200 Gramps is unlocked now, I'm unsure how much EXP it gives compared to Mag3 and AGH. I believe it gives less, and most of the EXP is from the monsters killed, rather than the quest turn-in. Gramps is nice to do if you can't find any parties for the other 2 though.
    • Lv 180
      • Minimum level to enter Einbech Dungeon 3, Odin's Temple 4
        • These 2 dungeons were released when the level cap expanded from 185 to 200. If you look in the ingame #lfg channel, sometimes players offer a leech for these dungeons. This is because of a special squad loot bonus on these maps where you get the most loot for running small parties of around 3. How these leech parties usually work is that the person offering the leech will find 2-3 other players that need EXP and bring them along while they farm the dungeon, using Giant Flywings (work similarly to flywings but will transport the entire party if used by the party leader). Since the dungeons are good for EXP, the 2-3 other players will get EXP and loot while the main player farms. The leeched players can afk and go do something else during this. At the end, the leeched players give the loot over to the main player as payment for the EXP. Recommended to not scam the farming player, they have to pay for the Giant Flywing and all.
        • Not to be confused with MH2 leeches, where a player pays a party of 3-4 to bring them while the party completes 2* hunts (Nysori/Garronath) so that the paying player can complete weeklies.
    • Lv 190
      • Minimum Level to enter Abyss Dungeon 4
        • This dungeon was released with Einbech3 and Odin 4, when the level cap expanded from 185 to 200. See the Lv 180 section, same leech concept.

    Extra Notes

    Hello, welcome to the currently blank section where I plan to just dump all my damage comparisons.