Difference between revisions of "Mel's Sorcerer Guide"

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This is a list of updates to the game announced specifically after the guide was started. Strikethrough means it's already implemented in the NovaRO server.
 
This is a list of updates to the game announced specifically after the guide was started. Strikethrough means it's already implemented in the NovaRO server.
  
* '''First Sorcerer skill revamp''' <div class="mw-collapsible mw-collapsed"> [4]<br>[3] https://www.divine-pride.net/forum/index.php?/topic/4665-kro-changelog-july-22-2020/&tab=comments#comment-8000<br>[2] https://www.divine-pride.net/forum/index.php?/topic/3723-kro-jobs-improvement-project/&do=findComment&comment=7644<br>[1] ''Announced on 07/05/2020:'' https://www.divine-pride.net/forum/index.php?/topic/3723-kro-jobs-improvement-project/page/6/&tab=comments#comment-7488
+
* '''Sorcerer skill revamp''' <div class="mw-collapsible mw-collapsed"> [4]<br>[3] https://www.divine-pride.net/forum/index.php?/topic/4665-kro-changelog-july-22-2020/&tab=comments#comment-8000<br>[2] https://www.divine-pride.net/forum/index.php?/topic/3723-kro-jobs-improvement-project/&do=findComment&comment=7644<br>[1] ''Announced on 07/05/2020:'' https://www.divine-pride.net/forum/index.php?/topic/3723-kro-jobs-improvement-project/page/6/&tab=comments#comment-7488
 
</div>
 
</div>
  

Revision as of 12:01, 30 July 2020

I've finally come to this.

Instead of telling people to not play Sorc ingame, I'll now have a Wiki Page to do that work for me. IT'S REALLY WIP THOUGH.


Pticon 3sorcerer.png Sorcerer
MelSorc75.png
Job Base:
Sage / Professor
Written by:
MelZdash
Job Bonuses (@ Jlvl 70)
STR
AGI
VIT
INT
DEX
LUK
+4 +4 +8 +13 +9 +5

Sorcerer Updates

This is a list of updates to the game announced specifically after the guide was started. Strikethrough means it's already implemented in the NovaRO server.



Acknowledgements

Here goes my special thanks to those who helped (and put up) with the process of creating this guide:

  • Hel
  • Shay
  • Reina


About the author, and some ranting

Hello. I'm Mel, the player behind Aisikirin, Black Magic Woman and Amaryllis (and well, the baby Yulyana).

I first started off as an Assassin player, when transclasses didn't even exist. I tried some jobs here and there, but none really caught my attention. I then kept trailing on the fun ways of crit Sin.

It was only after the arrival of Rebirth that a class really entranced me: Professor (or Scholar). The way the class PvP'd was fascinating. How could a vastly support-oriented skillset with Mage damage spells contend with the likes of:

  • Soul link EDP'ed Sonic Blow Assassin Cross?
  • Close to instant cast (or sometimes indeed IC) Asura Strike from Champions?
  • Endless Cart Termination spam from Mastersmiths (which was another class I really enjoyed btw)?

The sheer versatility, mind game-y playstyle of the class was refreshing, and made me fall in love with it.

NovaRO is my first proper Renewal experience, and just like Professor, Sorcerer did not let me down. More skill interactions, area control, buffs, and gasp, actual damage spells.

So sit tight. This guide is the distillation of eveything I've learned so far, and can hopefully be of use to other Sorcerer lovers out there.


But first, a...


D I S C L A I M E R
I must stress that, in the current state of the game, Sorcerer is a very underwhelming class from a DPS perspective. Some factors hold it back:
1) The class has magic damage. Due to how the MDef formula scales, magic damage only really shines close to, or at 100% magic penetration (which is at the moment obtainable against normal mobs, but only after rolling at least 50% MPen on Purified Knight's Shield. So yeah. Hard.)
2) Magic is element locked; the only exceptions are Psychic Wave, Soul Reaper's Espa and Eswhoo, and the now reworked Performer's Reverberation. When dealing against specific elements (read: Holy and Dark), most magic falls flat (with the exception of neutral Psychic Wave, in Sorcerer's case).
3) Spammability is the name of the meta. If a class cannot spam an ability, it's DPS is most likely sub-par. This holds especially true for Sorcerer, with 4 AoE skills each gated by a humunguous 5 second cooldown. This issue can be relieved with recently implemented late game equips (which will be discussed later on), but it's still nowhere near the performance other classes can achieve. And please don't tell me autoattacks from Spellfist are spam.

Sorcerer's damage output is bad when compared to its sibling Warlock, and even moreso against Performers. The class either needs a rework from Gravity, or equipment that has yet to come to the server. Although, even if the question is equipment related, Sorcerer will still lag behind the aforementioned magic damage dealers.

So, if the reader is looking for a strong (and cheaper) source of magic damage, I'd suggest Wanderer / Minstrel.


If you have any questions, or suggestions for this guide, find me either ingame, or in my Discord (melzdash#6752).


With that out of the way, let's get to it. Sorcerer.



Introduction


REWORK THIS, AND TELL ABOUT SORCERER'S LIMITATIONS IN THE META


I'd probably mention in your introduction to state the purpose and intention of your guide, and how you recommend readers to use this guide, to give them some direction and expectations


Soloing high end dungeons is a bit far-fetched. Even moreso when high-end dungeons are populated by Dark (and Holy) type monsters. Also, the vertiginous scaling in monster's HP values is another factor that made the bad DPS from this class get even worse. So no, Sorcerer can't solo high-end (even some mid-game content gives us trouble), unless you wanna:
  • Single target mobs that can receive relevant damage from the main elements, while praying to not get mobbed in the process.
  • Take about a minute to kill a small mob of monsters.


A quick aside for beginners


If you're new to Ragnarök Online, there is some stuff you should know to make your start in the server a bit easier.

Shortcuts, Commands and some Misc

1) Set some commands to turn on when you log in the server through the NPC Login Settings, in Main Office (@navi main_office 214 184). Desirable commands are: @autoloot, @noks and @blind. @hidepet might be useful, if you don't want to see yours and another's pets. Other good commands to input are /quake (removes the "shaking" effect that some skills hav) and /wi (makes windows "stick" on each other).
2) If you know an item's name or ID, you can search for it in player vends through the ingame command @ws (e.g. @ws fabre card), or in NovaRO's market site.
3) Alternatively, if you wish to search items sold by NPCs, @wn is what you seek (e.g. @wn meat).
4) Alt + M controls emotes you have in certain shortcuts. But you don't necessarily need to have just emotes in there; any command or text can be inserted, saving you time to type something you use often over and over again. As an example, this is what my Alt + M looks like:
MelShortcuts.png


5) In the same vein as nº7, BM/Shortcut Settings can be modified as we see fit. Something I enjoy changing is moving the F1-F9 shortcuts to 1-9. And learn how to use Battlemode, if you want to use your entire keyboard for skills, consumables and equipment swaps.
6) A very useful shortcut (that I wish anybody told me way earlier) is Alt + Right Click, in order to quickly send items from your inventory to the Kafra Storage, and vice versa. Just remember that this shortcut moves the maximum amount of said item; to choose the amount, you still need to drag. This shortcut also works between your inventory and merchant classes' cart.
7) NovaRO has the Reset Man NPC inside Main Office's basement (@navi main_office 209 128), so don't worry about making mistakes in your Status and Skill builds.
8) After resetting, it'll soon become a hassle to click the little arrows in the Status window (Alt + A) to distribute your points. In order to save time (and mouse clicks), you can simply insert the command /"stat"+ "desired amount". Remember that if you wish to have 120 Dexterity after resetting, typing /dex+ 120 will result in 121 base Dex, since you already have 1 point allocated to it.
9) Favorites tab on inventory

How to make Zeny

Economy is a very important part of RO, since it enables you to buy items that other players no longer desire. I'll give a few basic tips on how to make money below, but reading the Zeny Guide and Farming 101 is indispensable if you wish to understand more about it, specially the Farming section.

1) Make a merchant, even if you intend to play another class. You don't need to job change it at first; the point is to have a character that can sell your loots at a higher price to NPCs via 38.png Overcharge, and buy cheaper consumables from these same NPCs with 37.png Discount.
2) Level a class that is able to farm easily and safely, since the Sage class tree takes a lot of equipment to ramp up on damage. The Farming Gefenia Guide mentions two classes that can perform really well with a low budget: Rebellion and Mechanic. Ranger is another class that farms well, but can't hold as much items. Check out Black Intel's and Inberun's Guides on Ranger if you want to know more.
I began farming Gefenia as a Mechanic, but felt more comfortable on Rebellion after trying it out. Rebellion's "downside" is that you need to store your loots, instead of selling them right away (like you'd do with Mechanic). I'd suggest to keep the secondary storage solely for loots that you intend to sell later.
This is the status build on my current Geffenia farmer (BLvl 158):
FarmRebel2.PNG


3) Complementing the farm item above, About @aloot
4) Another way of making money is by participating in instances with another players. In this case, support classes shine the most. Their main role is to simply stay alive, and keep the tank and damage dealers buffed, which most of the time requires none to very minimal equipment. Minstrel and Wanderer comes to mind, with Arch Bishop in second place. Sorcerer needs equipments, but is also generally in demand.


General Mechanics



https://ragnarok.gamepedia.com/Episode_Updates_(RO)

Pre-Renewal (2002-2009) Renewal (2009 - Current)
Cards influenced your attack power directly. (Made 4-slotted Level 1 weapons more desirable than Level 4 weapons.) Cards that influence your damage now only affect your weapon attack power. (Level 4 weapons became more desirable.)
Players were able to achieve instant cast with high DEX and cards. Most skill casting is now composed of both a fixed cast time and a variable cast time. (The fixed component of the cast time cannot be reduced via stats.)
Old formulas made magic users very powerful in battle. Revamped formulas nerfed magic users and buffed melee players.
Character performance was more stat-dependent. Character performance became more gear-dependent.


Status

Text here too, yes.

Stats
Strength Description of what this stat does for your class, is it needed? is it important? Why do you need it? (Brief description, go more in depth in the actual build section).

Every 1 point;

  • Increases status ATK by 1
  • Increases weight limit by 30
  • Increases weapon damage by 0.5% of your base weapon attack (Melee Weapons)
Agility Description of what this stat does for your class, is it needed? is it important? Why do you need it? (Brief description, go more in depth in the actual build section).
  • Increases your ASPD.
  • 100 total points (including bonuses) grants you immunity to Sleep and Bleeding status.

Every 1 point;

  • Increases Flee by 1

Every 5 points;

  • Increases Soft Def by 1
Vitality Description of what this stat does for your class, is it needed? is it important? Why do you need it? (Brief description, go more in depth in the actual build section).
  • 100 total points (including bonuses) grants you immunity to Stun and Poison status.

Every 1 point;

  • Increases Max HP by 1% of your base HP

Every 2 points;

  • Increases Soft Def by 1

Every 5 points;

  • Increases Soft Mdef by 1
Intelligence Description of what this stat does for your class, is it needed? is it important? Why do you need it? (Brief description, go more in depth in the actual build section).
  • 100 points total (including bonuses) grants you immunity to Silence status.

Every 1 point;

  • Increases Max SP by 1% of your base SP
  • Increases MATK by 1.5
  • Increases Soft Mdef by 1
Dexterity Description of what this stat does for your class, is it needed? is it important? Why do you need it? (Brief description, go more in depth in the actual build section).
  • Slightly increases ASPD

Every 1 point;

  • Increases Hit by 1
  • Increases weapon damage by 0.5% of your base weapon attack (ranged weapons, including instruments)

Every 5 points;

  • Increases status ATK by 1
  • Increases MATK by 1
  • Increases Soft Mdef by 1
Luck Description of what this stat does for your class, is it needed? is it important? Why do you need it? (Brief description, go more in depth in the actual build section).

Every 1 point;

  • Increases Critical Rate by 0.3

Every 3 points;

  • Increases status ATK by 1
  • Increases MATK by 1
  • Increases Hit by 1

Every 5 points;

  • Increases Flee by 1

Every 10 points;

  • Increases Perfect Dodge by 1

Magic Damage vs. MDef

Soon

Damage after Hard MDEF = Damage × [(1000 + HardMDEF) ÷ (1000 + HardMDEF × 10)]


Mdef vs dmg.png

v


VCT, FCT and ACD

Soon


Tables of Elemental Advantage / Disadvantage

soon soon.


Shamelessly copying part of Seandh's design in here btw.

Original RO tables [AAAAAAAAAAAA]
Level 1 Monster Attribute
Neutral Water Earth Fire Wind Poison Holy Shadow Ghost Undead
Attacker
Attribute
Neutral 100 100 100 100 100 100 100 100 70 100
Water 100 25 100 150 90 100 75 100 100 100
Earth 100 100 25 90 150 100 75 100 100 100
Fire 100 90 150 25 100 100 75 100 100 125
Wind 100 175 90 100 25 100 75 100 100 100
Poison 100 100 125 125 125 0 75 50 100 -25
Holy 100 100 100 100 100 100 0 125 100 150
Shadow 100 100 100 100 100 50 125 0 100 -25
Ghost 70 100 100 100 100 100 75 75 125 100
Undead 100 100 100 100 100 50 100 0 100 0
Level 2 Monster Attribute
Neutral Water Earth Fire Wind Poison Holy Shadow Ghost Undead
Attacker
Attribute
Neutral 100 100 100 100 100 100 100 100 50 100
Water 100 0 100 175 80 100 50 75 100 100
Earth 100 100 0 80 175 100 50 75 100 100
Fire 100 80 175 0 100 100 50 75 100 150
Wind 100 175 80 100 0 100 50 75 100 100
Poison 100 75 125 125 125 0 50 25 75 -50
Holy 100 100 100 100 100 100 -25 150 100 175
Shadow 100 100 100 100 100 25 150 -25 100 -50
Ghost 50 75 75 75 75 75 50 50 150 125
Undead 100 75 75 75 75 25 125 0 100 0
Level 3 Monster Attribute
Neutral Water Earth Fire Wind Poison Holy Shadow Ghost Undead
Attacker
Attribute
Neutral 100 100 100 100 100 100 100 100 0 100
Water 100 -25 100 200 70 100 25 50 100 125
Earth 100 100 -25 70 200 100 25 50 100 100
Fire 100 70 200 -25 100 100 25 50 100 175
Wind 100 200 70 100 -25 100 25 50 100 100
Poison 100 50 100 100 100 0 25 0 50 -75
Holy 100 100 100 100 100 125 -50 175 100 200
Shadow 100 100 100 100 100 0 175 -50 100 -75
Ghost 0 50 50 50 50 50 25 25 175 150
Undead 100 50 50 50 50 0 150 0 100 0
Level 4 Monster Attribute
Neutral Water Earth Fire Wind Poison Holy Shadow Ghost Undead
Attacker
Attribute
Neutral 100 100 100 100 100 100 100 100 0 100
Water 100 -50 100 200 60 75 0 25 100 150
Earth 100 100 -50 60 200 75 0 25 100 50
Fire 100 60 200 -50 100 75 0 25 100 200
Wind 100 200 60 100 -50 75 0 25 100 100
Poison 100 25 75 75 75 0 0 -25 25 -100
Holy 100 75 75 75 75 125 -100 200 100 200
Shadow 100 75 75 75 75 -25 200 -100 100 -100
Ghost 0 25 25 25 25 25 0 0 200 175
Undead 100 25 25 25 25 -25 175 0 100 0
NovaRO's Monster Hunter table [AAAAAAAAAAAA]
Monster
Hunter
Monster Attribute
Neutral Water Earth Fire Wind Poison Holy Shadow Ghost Undead
Attacker
Attribute
Neutral 100 100 100 100 100 100 100 100 89 100
Water 100 72 100 125 93 100 90 100 100 100
Earth 100 100 72 93 125 100 90 100 100 100
Fire 100 93 125 72 100 100 90 100 100 115
Wind 100 125 93 100 72 100 90 100 100 100
Poison 100 100 115 115 115 67 90 85 100 65
Holy 100 100 100 100 100 100 67 115 100 125
Shadow 100 100 100 100 100 85 115 67 100 65
Ghost 89 100 100 100 100 100 90 90 115 100
Undead 100 100 100 100 100 85 100 67 100 67

How to calculate modifiers in RO

This is to explain how to calculate the final damage multiplier when combining various modifiers, such as size vs element vs race.



Skills


In the following subsections, the skills from Sorcerer and its base classes will be enumerated, with what I judge to be the most pertinent portion of their descriptions. Beware that the information will always refer to the skill's maximum level; check both Divine Pride's and iRO Wiki's links on skills' names for more details. Each skill will also be accompanied by a brief commentary on its mechanics, and not so obvious tips on usage whenever possible.

A quick reminder about Mage and Sage's Platinum Skills. Those are skills that are originally obtained via quests, but should be awarded to you as soon as you change jobs with the Job Master NPC, in Main Office's first floor (@navi main_office 183 186). If for some reason you don't have those, talk to the Platinum Skill NPC in Main Office's basement (@navi main_office 188 127).



Pticon 1mage.png Mage Skills

Having acquired clarity of the world's elements, the Novice's journey has led him towards the path of becoming a Mage - a relentless pursuer of refined knowledge and power. Although often mistaken as emotionless individuals, a Mage's stoic demeanor is derived from absolute confidence in their erudition.

Believing in themselves and their role in the tribulations ahead, they rallied to the calls of their Lord, Tristan III, to defend Rune Midgard.


Mages are the magic users from the original 6 basic classes. Much like Archers, Mages are damage dealers that will often stay safe in the backline of a party, killing enemies from afar. Their offensive spells are imbued with fixed elements, which makes proper knowledge of elemental advantages extremely important if one wishes to deal optimal damage.

Unlike Archers, though, Mages are stationary damage dealers: due to cast times, they cannot move until their spells are deployed. Therefore, it's natural for Mages to not only know of offensive spells, but also defensive and disabling ones, in order to preserve themselves from harm.

Mage
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.


Pticon 2sage.png Sage Skills

It isn't unusual for some Mages to feel a stronger inclination to the comprehension of Magic's inner workings, instead of learning stronger spells. In recognizing those differing philosophies, the Schweicherbil Magic Academy was established to aid those in their countless hours of study to become Sages.

Sages can creatively manipulate Nature's four basic elements, allowing them to augment both their own magical and physical prowess in combat, and that of others. Rumors run about, hinting that some academics even achieved means of nullifying Magic itself.

After an irrefutable proposal, the Academy selects a handful of those that have excelled in training to join in Lord Tristan III’s campaigns through Rune Midgard.


WIPWIWPIWPWI


Sages are a PvP-oriented class with the role of caster/anti-Mage. They do not have the offensive abilities of a Wizard, but shine in their defensive abilities, centered around Land Protector and Dispell. Many of their skills can only realistically be used in PvP, making PvM quite difficult. Battle sages are a 'for fun' build which can become a powerful leveling build only if matched with a Soul Linker (see Sage Spirit for more info).


Sages are essentially the opposite of Wizards, choosing to use their magic to inhibit their opponents by despelling their spells and hinder their advances. Sages are more in-tuned with the essences of the world, allowing them to endow the elements onto others.



Sage
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.

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).

Pticon tscholar.png Professor Skills

Quenching their lifelong thirst for learning, Professors have accumulated a greater body of knowledge than ever before. They have new, creative uses for their mystical skills to support allies and frustrate enemies. Although Professors do not boast the sheer power of their counterpart, the High Wizard, their inventive applications of magic are their keys to victory. [AAAAAAAAAAAA]  


WPIWPWIPWIPWIPWIWI

Scholars are the transcendent version of Sages. Through rebirth, Scholars gain class-defining SP manipulative skills such as Soul Exhale, Indulge, and Soul Siphon. The two former skills enable Scholars to act as endless sources of SP, which makes them a favorable class for party play. The third SP-manipulating skill, Soul Siphon, allows Scholars to offensively eliminate all of their opponent's SP, making Scholars a formidable class for PvP and WoE.

Their offensive power also gets a boost in the form of Double Bolt, Foresight and Fiber Lock, making one-hit kills for INT-based builds a possibility.



Professor
Skill Effect Notes
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.

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.

Pticon 3sorcerer.png Sorcerer Skills

The Professors of Juno, after having long studied how to control the four elements, eventually hit a seemingly insurmountable plateau. Humans were just not inherently powerful enough to fully manipulate that power: they could bend the rules of nature, but were ultimately still governed by them.

Out of desperation, knowledge was sought from ancient magic books and secret records that described how new abilities from different entities could be lent. There was a special interest in communicating with elemental fairies that were capable of fully wielding the power of the four elements. Several Professors started developing a new kind of communication system to interact with these sprites.

This system was finally completed after twenty years, and many Professors - especially those that reached the limits of existing magic research - raved about this groundbreaking system. When the first version of the Fairy Communication System was about to be released, over 300 Professors gathered to unveil its creation. When the first professor used the scientific communication system and made a contract with a Fire Fairy for the first time in the world, the academy world applauded him as the first Sorcerer. New Sorcerers soon appeared, one after another, forming an exclusive group of powerful magic practitioners.
[AAAAAAAAAAAA]


WIPWIPWIWPIWPWIPWIPWIWP

Sorcerer are those that awakened by the powers inherited through ancient bloodlines or affinity with spirits.

Their affinity with nature helps them use the powers of nature freely, and summon spirits to aid them in battle or to heal their allies.[1] The Sorcerer is a Magician with the ability to summon an elemental, allowing the control of an element to attack targets by issuing commands such as "Attack Mode", "Defense Mode" or "Standby Mode" to prevent attacks, or to put a variety of buffs on friendlies in waiting mode. This has enabled the "Magician Classes" vulnerable to melee attacks to excel in melee combat, sometimes using physical attacks and occasionally magical attacks on both sides. "Spell Fist," "Killing Cloud," "Poison Burst," and "Strike" are used to strengthen the attack power of the weapon. Sorcerers also have a number of powerful skills, such as the Frozen Spell "Diamond Dust", which can be used to make a storm, a move worthy of an expert of magic.[2]



Sorcerer
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.


About Insignias and Elementals

WIPWIPWIPWIW, THIS IS COPY PASTA FROM SEANDH


5x5
3x3

Sorcerers Have access to 4 insignias, one representing each of the 4 main elements: Fire Insignia.png Fire Insignia, Water Insignia.png Water Insignia, Wind Insignia.png Wind insignia and Earth Insignia.png Earth Insignia.

To simplify, these insignia skills are cast on a 3x3 area for various buffs and debuffs, according to level used (1-3) and type of insignia, mentioned above. This effectively gives you 12 effects to mess around with, it's very confusing at first but it is an essential part of playing Sorcerer.

Global Effects

Before going in depth about the individual effects, all insignias have base rules. These effects are applied to every and each insignia independent of level:

  • They have an AoE of 3x3 cells, duration of 60 seconds and 60 seconds cooldown.
  • Insignias will affect everything inside their AoE, including boss monsters.
  • Any entity inside an insignia will have incoming damage of the corresponding opposite element buffed by 50%. Standing inside an insignia as a defensive measure is not always the best option.
Example: If you are standing on a Water Insignia.png Water Insignia (Water), and gets struck by a Varetyr Spear.png Varetyr Spear (Wind), it's damage will be 50% higher than it would otherwise be.
  • An entity of an element (monster element or player's armor element) will recover 1% HP every 5 seconds if standing on same element insignia, and will lose 1% HP every 5 seconds if standing on opposite element insignia.
Example: A Poring (Water) is standing inside a Wind Insignia.pngWind Insignia, it will lose 1% HP every 5 seconds.
Example 2: A Wolf (Earth) is standing inside an Earth Insignia.pngEarth Insignia, it will recover 1% HP every 5 seconds.

The elements are affected as follows: Fire > Earth > Wind > Water > Fire > ...

Catalysts

Insignias consume "points" every time they are cast. The amount of points used is related to the skill level (level 1 requires 1 point | level 2 requires 2 points | level 3 requires 3 points). They can be bought at Novaro's Main Office from the NPC named Master of Elements.

Individual Effects

Insignias [AAAAAAAAAAAA]
Wind Insignia.png Wind Insignia Water Insignia.png Water Insignia Fire Insignia.png Fire Insignia Earth Insignia.png Earth Insignia
Level 1 Boosts Ventus' ATK by 20%, Doubles Ventus' HP and SP Regen. Boosts Aqua's ATK by 20%, Doubles Aqua's HP and SP Regen. Boosts Agni's ATK by 20%, Doubles Agni's HP and SP Regen. Boosts Tera's ATK by 20%, Doubles Tera's HP and SP Regen.
Level 2 ATK + 10%

Forces weapon to wind property

ASPD + 10%

ATK + 10%

Forces weapon to water property

Boosts incoming heals by 10%

ATK +10%,

Forces weapon to fire property

ATK + 50

ATK + 10%

Forces weapon to earth property

MaxHP +500, DEF +50.

Level 3 Increases Wind property magic damage by 25 flat matk.

-50% global cast delay on Wind property magic

Increases Water property magic damage by 25 flat matk.

-30% global cast delay on Water property magic.

Increases Fire property magic damage by 25 flat matk.

+50 MATK

Increases Earth property magic damage by 25 flat matk.

MaxSP +50, MDEF +50

Summons [AAAAAAAAAAAA]
Summon: Aqua
Aqua 1.gif Level 1 Aqua 2.gif Level 2 Aqua 3.gif Level 3
Spirit Control.png Passive Aqua Play:

+40 MATK.

Increases Cold Bolt.png Cold Bolt damage.

Increases Frost Diver.png Frost Diver damage.


Cooler:

+80 MATK.

Increases Diamond Dust.png Diamond Dust damage by 300%**

Increases Crystallization chance by 15%.

Psychic Wave.png Psychic Wave is endowed to water element.


Chilly Air:

+120 MATK.

Player autocasts Level 5 Cold Bolt.png Cold Bolt at 30% chance when attacking.


Spirit Control.png Defensive Water Screen:

All incoming damage will be redirected to Aqua.

Similar to Crusader's Devotion.
Can negate deadly damage.

Enables 1.000 HP recovery every 10 seconds on player.

Water Drop:

+100% Water resistance.

-100% Wind resistance.

Water Barrier:

Casts a 3x3 barrier centered on the player.

Barrier effect:

Reduces all incoming damage by 20%, -30 ATK, -30 FLEE.
Spirit Control.png Offensive Ice Needle: Low damage, single-target. Water Screw: Decent damage, 3x3 AoE.

Water Screw Attack: Decent damage, single-target.

Tidal Weapon: Very high damage, single-target.

Tidal Weapon: changes Sorcerer's and Aqua's weapon to Water Property for a short time.


Summon: Ventus
Ventus 1.gifLevel 1 Ventus 2.gifLevel 2 Ventus 3.gifLevel 3
Spirit Control.pngPassive Gust:

+5 ASPD.

Decreases fixed cast time by 1 second.

Increases Lightning Bolt.png Lightning Bolt.

Increases Thunderstorm.png Thunderstorm damage.

Blast:

+5 ASPD.

Decreases fixed cast time by 1 second.

Increases Electric Walk.png Electric Walk damage by 30%**.

Increases Varetyr Spear.png Varetyr Spear damage by 300%**.

Psychic Wave.png Psychic Wave is endowed to wind element.

Wild Storm:

+5 ASPD.

Decreases fixed cast time by 1 second.

Player autocasts Level 5 Lightning Bolt.png Lightning Bolt at 30% chance when attacking.

Spirit Control.pngDefensive Wind Step:

+100% Movement Speed

Similar to genetic's Cart Boost

+50% FLEE

Wind Curtain:

+100% Wind resistance.

-100% Earth resistance.

Zephyr:

Creates a 3x3 barrier centered on the player.

Barrier effect:

Negates physical ranged damage, FLEE + 25.
Much like pneuma, but can be cast over Safety Wall and gives a FLEE bonus.
Spirit Control.pngOffensive Wind Slash: Low damage, single-target. Hurricane: Low damage, 3x3 AoE.

Hurricane Attack: Decent damage, single-target.

Typhoon Mist: Very high damage, single-target.
Knockbacks enemies, chance to Silence.

Typhoon Mist Attack: High damage, single-target.


Summon: Agni
Agni 1.gif Level 1 Agni 2.gif Level 2 Agni 3.gif Level 3
Spirit Control.pngPassive Pyrotechnic:

+60 ATK.

Increases Fire Wall.png Fire Wall damage.

Increases Fire Bolt.png Fire Bolt damage.

Heater:

+120 ATK.

Increases Fire Walk.png Fire Walk damage by 30%**.

Increases Warmer.png Warmer healing by +10%.

Psychic Wave.png Psychic Wave is endowed to fire element.

Tropic:

+180 ATK.

Player autocasts Level 5 Fire Bolt.png Fire Bolt at 30% chance when attacking.

Spirit Control.pngDefensive Circle of Fire:

Incoming normal melee attacks will trigger damage and knockback to enemies (including misses.).

Does not work on skills.
Makes agni take aggro from monsters.
Fire Cloak:

+100% Fire resistance.

-100% Water resistance.

Fire Mantle:

Creates a 3x3 barrier centered on the player.

Barrier effect:

Each cell gains a shield that absorbs a single physical hit.
Spirit Control.pngOffensive Fire Arrow: Low damage, single-target. Fire Bomb: Decent damage, 3x3 AoE.

Fire Bomb Attack: High damage, single-target.

Fire Wave: High damage, 3x3 AoE.

Fire Wave Attack: High damage, single-target.


Summon: Tera
Tera 1.gif Level 1 Tera 2.gif Level 2 Tera 3.gif Level 3
Spirit Control.pngPassive Petrology:

+5% MaxHP.

Increases Earth Spike.png Earth Spike damage.

Increases Heaven's Drive.png Heaven's Drive damage.

Greatly increases Stone Curse.png Stone Curse chance.

Cursed Soil:

+10% MaxHP

Increases Killing Cloud.png Cloud Kill damage by 60%**.

Increases Earth Grave.png Earth Grave damage by 300%**.

Increases Poison Burst.png Poison Buster damage by 300%**.

Psychic Wave.png Psychic Wave is endowed to earth element.

Upheaval

+15% MaxHP.

Player autocasts Level 5 Earth Spike.png Earth Spike at 30% chance when attacking.

Spirit Control.pngDefensive Solid Skin:

+2000 MaxHP.

+25% DEF.

Stone Shield:

+100% Earth resistance.

-100% Fire resistance.

Power of Gaia:

Creates a 3x3 barrier centered on the player.

Barrier effect:

MaxHP +20%, Stone and Bleeding immunity, +25% DEF, Slowed Movement.
Spirit Control.pngOffensive Stone Hammer: Low damage, single-target.
Chance to Stun
Rock Crusher: Decent damage, single-target.
Slows enemies' movement by 25%

Rock Crusher Attack: High damage, single-target.

Decreases target's DEF.
Stone Rain: Very high damage, 3x3 AoE.
Chance to Stun


** = Damage is additive with the skills' base. (e.g. it is: 300% + 60%, not: 300% * 60%) CONFIRM THIS SHIT LOOOOOOOOOL



Builds and Gameplay



Player versus Monster


Support Sorcerer


Pure Support

Stats
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Skills
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Equipment
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How to Bio 5
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Tank

Stats
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Skills
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Equipment
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How to Tank @ Monster Hunter
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Damage Dealer Sorcerer


Caster

Stats
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Skills
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Equipment
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SpellFist

Stats
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Skills
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Equipment
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How to Geffen Magic Tournament
Even though Geffen Magic Tournament is an old content, I believe it's worth a special section in this guide, since it teaches valuable lessons about proper Insignia, Elemental and Land Protector usage. GMT has some skill and HP requirements to be met, in order for you to not die during the run:
1) Ifode's 397.png Spiral Pierce hits for around 14k damage, so keep this in mind to manage your HP through that fight, in case you're attempting GMT at low levels.
2) The following skills:
  • 12.png Safety Wall: Advisable to skill up to 10, if you're attempting GMT at low levels. In a triple Bolt build, it stays at lvl 4.
  • 276.png Magic Rod: You could skill it up to 4 or 5 to be safe, but lvl 3 (pre-requisite for 374.png Soul Change) is enough to deal with Fenrir's 2217.png Tetra Vortex if you time it well enough.
  • 288.png Land Protector: Pivotal skill during the fight against Dwigh and Fenrir. Level 1 works just fine.
  • 2456.png Elemental Control: Must be at least at lvl 2. The defensive mode from elementals is necessary for tanking via Insignias.
  • 2460.png Summon Tera: Will be used at lvl 2, in conjunction with Elemental Control lvl 2.
  • 2468.png Earth Insignia: Must be at least at lvl 2, since that's the lvl where the forced earth Endow happens.
3) A card to make your cast uninterruptible. I'd personally recommend Sweet Nightmare Card . Coyote Card and Phen Card also work, but they penalize your MaxHP and take an important slot for damage cards, respectively.


404.png Wall of Fog is a useful skill to improve your survivability, specially against Ju. Use at your own discretion.


I should point out that Sorcerer has no need for healing consumables, presuming you perform every strategy correctly (specially against Ju / Dwigh / Fay / Fenrir). Speaking of consumables, those are the items you gonna need for this run:


These are NovaRO and iRO GMT pages. iRO's one is specially useful, due to the guides on buffs available to this instance.

Now, let's get into the strategy against each contender:


1) Arhi [ 100k HP ]
Slap him.

2) Dio Anemos [ 200k HP ]
Slap him too.

3) Geffen Shoplifter / Geffen Bully / Geffen Gang Member [ 300k HP each ]
Slap slap slap.

4) Faymont [ 400k HP ]
More slapping. She may cast 30.png Decrease Agility on you, so remember to talk to the healer to remove that debuff.

5) Ordre [ 600k HP ]
The first "challenging" duel. She'll generally open the fight with 89.png Storm Gust, so you could either Land Protector your feet, or just walk out of the AoE.

6) Blut Hase [ 1m HP ]
Hase's only damaging skill is 254.png Grand Cross, which you can also walk out of. Her 249.png Auto Guard may block some of your auto attacks.

7) Kuro Akuma [ 1.2m HP ]
Akuma can drain your SP, but mostly important, can be invisible. Use 10.png Sight or 2446.png Earth Grave to reveal him. 91.png Heaven's Drive also works if you have it.

8) Ifodes [ 1.4m HP ]
Ifodes might be a bit annoying, depending on how used you are to face him. His Millenium Shield mitigates some damage, but 397.png Spiral Pierce is the most dangerous part; if you take too long to kill, he might Spiral you more than once. 404.png Wall of Fog helps you out more in here specifically, since it causes the opponent's single target skill to not connect with a 75% chance.

9) Licheniyes [ 1.6m HP ]
She's pretty straight forward too. Just slap. She spams her holy attack a bit more often than the previous contenders (or that's my impression, at least), so Fog also helps here.

10) Odoric [ 2m HP ]
Just slap her. 2/4 of her skills are traps on the ground, which she places randomly, and one is a SP draining attack. I don't remember ever being hit by her 46.png Double Strafe.

11) Ju [ 5m HP ]

12)
a) Dwigh [ 7m HP ]


b) Fay Kanavian [ 8m HP + Alphonse & Alphonse Jr. @ 1m HP ]

13) Fenrir [ 20m HP ]



Player versus Player

<ref>Mostly descriptive section? WEEP.</ref>



Levelling and Stat Progression



an important lesson as a mage with limited sp is to keep spells of various levels in your bar. Use the level that is just right to kill the mosnter, so you don't waste SP

you can also roll your mouse wheel to adjust a spell's lvl, but you waste way more time in that manner.


WIPWIWPWI


Stat progression is a concept that was way stronger in pre-re, but it is as important for someone who's just starting a class. It's something that seasoned players developed a feel for, but I've never seen something like this in any guide here in nova.


invest into int first ("A fast mage gets int first") . HAving low dex generally isn't much of an issue, as long as you have a party / use defensive spells correctly / know how to kite


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.

If you have been giving solo leveling tips so far, you must give tips for leveling in a party in this section. Few job classes are able to level solo easily after reaching Lv 100, and players may have difficulty adjusting from solo leveling to party leveling. It's very important to explain once more the role of the job class in a party, what they can do to help, what skills to use and in which situation, and so on.


For the higher level ranges, please also add other hunting and item collecting quests from Eden Quest Boards in addition to Gramps. This is so that your reader will know how to level while Gramps is on cooldown. Adding a few pointers about farming zeny is also recommended, for the fresh new players that may be reading your guide.


BLvl 1 - 14: Mom's home. In mom's house, the first time you go to the basement, type /dex+ 19 to allocate all your status points to Dexterity. This will help you deal without much trouble with cleaning the mobs in there. These 20 dex will be also useful to kill mobs when you still have no access to magic.

levelling up to job 50 (around blvl 55) > payon dung , with soul stike lvl 10. From this point on, invest only on int. all the way up until 80 or 90 (I prefer 90 before going back to dex). Some people like to lvl with fireball, since the skill has a small AoE and can be improved via certain cards or weapons. But, if you're a beginner in the server, or doesn't have a lot of magic gear, I'd favor soul strike instead for some reasons:

  • higher single target damage, even when ghost hits 100% on undead, vs fire's 125%.
  • slightly faster cast, making it easier to kite
  • no need to worry about mobbing, in order to make the skill more cost efficient. Conversely, you don't draw unwanted aggro, since SS has no splash.

Of course, nothing impedes you from grabbing both fireball and soul strike and experiment. The bolt skills are more appropriated in higher job levels, when you have firewall to protect yourself, or if you're with a party, since their cast time is significantly longer. (or if you have imp / siroma cards).

when SS breaks the 900 damage barrier, you can go oneshot soldier skeletons (804) in pay dun 2. Notice that Skeleton archers (1646 hp) have about the double HP from SSs, so keep this in mind when facing one.


(lvl 41 = 60 int / 20 dex)



job change into sage, then SS 10 in glast heim. Your priority is to level freecasting to lvl 10 asap, since it helps immensely on your survivability by enabling safer usage of your spells.

When you hit blvl 71, go to eden (@go eden) and register yourself with Secretary Lime Evenor. Now grab quests from lvl [71-85 boards] for Evil Druid and wraith (inside Glast Heim subitem), and instructor Ur's weapon quest. Take those quests from Abbey GH over and over, until you're done with weapon quest and you're also lvl 85. Beware that, if you're levelling with soul strike, you can't damage mimic. Since he moves too fast anyways to bolt him down, your best bet is to simply fly wing away and keep killing the undead monsters. Also avoid walking with low health, since Evil druid has a life draining ranged attack that hits for ~550 max damage instantaneously. Kiting is extremely important in GH Abbey, since monsters there hit considerably hard. If monsters end up in a mob, feel free to fireball them down.


From 85 and on, your best bet is to go for gramps, unless you got a party of friends to lvl with. At blvl 90, you should have dex at 90 too, if you did go for 90 int. At this point, I'd advise raising vit, to improve your survivability; alternatively, you can go for 99 int, keep dex at 90, and dump the rest into vit.

Sage isn't an easy job to solo lvl without proper equipment until 99. In pre-re low rate servers, my solo levelling strategy usually was using autocast build while linked with sage soul. Again, if you have siroma / imp (siromas are easier to come by), you could still consider levelling as a caster, since the damage and cast times are decent enough with these.




Remember that, as a low level sorcerer, it's counter productive to reset and go for 120dex right away, for 3 reasons:

  • Your spells uses int as part of their damage formula.
  • Your cast time will be slow anyway.
  • Vacuum Extreme doesn't have fixed cast time.

Same applies for resetting and going for 120 int: even if you pack considerably more punch, your spells will take forever to come off. This might result into you dying to something else due to reduced walking speed from freecast, or your party killing every monster before your cast is completed.



Stat Progression
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Notable Level-Restricted Quests

COMPLETE WITH MORE RECENT QUESTS

Gramps' Brackets
Gramps quests are rotated at the start of every month. You can also hunt them outside of Gramps map. Use the @whereis (e.g.: @whereis poring) command to find out where a monster spawns.
  • Lv 85 - Lv 114: Level range to join the first bracket of Gramps quests.
  • Lv 115 - Lv 144: Level range to join the second bracket of Gramps quests.
  • Lv 145 - Lv 175: Level range to join the third bracket of Gramps quests.
  • Lv 175+: Level range to join the fourth bracket of Gramps quests.


Useful Links




References




Change Log


  •  ????: Conclusion of the guide's final version.