(Under Construction)
Table of Contents
1.1 Introduction
1.2 Skills
1.3 Status Builds
1.4 PvM
1.5 PvP/WoE
1.6 Leveling
1.7 PvP/WoE Videos
1.1 Introduction
Welcome! This is your guide to understanding the ins and outs of the exclusive class known as Sorcerer. We are a breed of inept scholars that have exceeded the bountiful knowledge of Ragnarok and have moved onto a plain of inexestance where we can fully control and master any of the four basic elements however we desire. Sorcerer is neither a warrior nor a priest of the arcane arts, but rather a compolation of the two. A Sorcerer should be considered the balancing class as they can either disable the enemy or support their allies in greater strifes than any other class.
1.2 Skills
Psychic Wave
A Sorcerer's main form of damage. At max level deals 7 hits over an 11x11 cell area.
Damage formula: MATK [{(Skill Level * 70) + (INT * 3)} * (Base Level / 100)] %
Notes:
- If cast outside of Magnetic Earth damage will splash over the cells of Magnetic Earth that Psychic Wave overlaps onto.
- You can change the element of Psychic Wave from Neutral to Fire, Water, Wind, or Earth by using Summon Level 2 with Spirit Control Level 1.
Excellent for MVPing! Spell Fist takes the damage of your bolts and condenses it into a number of Physical Attack that will deal increased damage.
Damage formula: MATK ((100 * Bolt Level) + (50 * Skill Level)) %
Notes:
- The damage is dealt in one singular total.
- The damage of this skill is effected by Siroma Cards (Cold Bolt), and Imp Cards (Fire Bolt).
- This skill is considered a melee attack. It is blocked by Safety Wall.
- This skill procs with Double Attack.
- You can still auto-cast Hindsight spells while enchanted with Spell Fist. (Not Recommended)
- The level of Free Cast directly affects the reaction time of Spell Fist after casting a Bolt.
- Rideword Hat & Hunter Fly Cards work with Spell Fist, so using Sidewinder Card, Chick Hat, or Snake Head will increase your damage and increase the heal from Rideword Hat & Hunter Fly Card. (Submitted by SonicRain)
Creates a vacuum at a target cell that pulls in all targets that get into range. Targets affected cannot move until the skill has ended.
Duration: [(2 + 2 * Skill Level) - (Target’s Base STR / 20)] seconds
Note:
- This skill is currently disabled in Dungeons and Endless Tower.
Increase a target's equip ATK and Crit, but slowly drains their SP.
CRIT increase: + (1 * Skill Level) %
[{(Skill Level * 2) + 8} * Target's Weapon Level] + [Endows * 5]
Notes:
- Only works on Party Members outside of PvP and WoE.
By far one of the most important Sorcerer Skills for PvP!
Blasts an area with freezing winds that cause Water element magic damage and cause a new status effect Crystallization, which stops the target from moving, attacking, using skills, and using items while draining 2% HP and 1% SP per second.
Crystallization chance: (5 + 5 * Skill Level) %
Crystallization duration: [(10 + (Diamond Dust Skill Level * 2)) - (Target’s Base VIT / 10)] seconds
Targets in Crystallization status will take 1.5 times more damage from Mace and Axe type weapons.
Targets in Crystallization status will take 50% less damage from Dagger, Sword and Arrow type weapons.
Targets in Crystallization status will take 1.5 times more damage from Wind element attacks.
MATK [{( Skill Level x INT ) + ( Endow Tsunami Skill Level x 200 )} x Caster’s Base Level / 100 ] %
Notes:
- Boss Monsters cannot be Crystalized.
- Monsters in PvP that are Crystalized will only stay in Crystallization status for 1 seconds upon which time based on the monster's code it will either cast Teleport or change targets.
Not a viable skill unless you are attempting to stop the recall of a player using Golden Thief Bug Card.
Summons a gigantic spear of thunder from the sky, striking a target and all nearby targets with physical and magical Wind element damage at the same time. Those that are struck will have a chance to be stunned.
Stun chance: (5 * Skill Level) %
Stun duration: [(Skill Level * 0.2) + 2] seconds
ATK [{( Striking Level x 50 ) + ( Varetyr Spear Skill Level x 50 )} x Caster’s Base Level / 100 ] %
+ MATK [{( Endow Tornado skill level x 50 ) + ( Caster’s INT x Varetyr Spear Skill level )} x Caster’s Base Level / 100 ] %
Notes:
- Unlike the other Sorcerer spells; Varetyr Spear is a single target AoE instead of a ground targeted AoE.
- The Atk portion of Varetyr Spear will deal damage to players wearing Golden Thief Bug Card.
An advanced for of Fire Wall that can deal a greater damage output.
Generates fire under the feet of the caster, leaving a trail of Fire element damage zones when you walk.
Number of cells: (6 + 2 * Skill Level)
MATK [(60 x Skill Level) x Caster’s Base Level / 100] % damage.
Notes:
- Casting another Walk skill while already having one active cancels the previous skill.
- Still impossible to stack both on a single cell.
- Duration indicates the duration of each cell, not the skill itself.
- This skill does not work on an element enchanted area (Volcano, Whirlwind, Deluge).
An advanced for of Fire Wall that can deal a greater damage output with Wind Property.
Generates thunder under the feet of the caster, leaving a trail of Wind element damage zones when you walk.
Number of cells: (6 + 2 * Skill Level)
MATK [(60 x Skill Level) x Caster’s Base Level / 100] % damage
Notes:
- Casting another Walk skill while already having one active cancels the previous skill.
- Still impossible to stack both on a single cell.
- Duration indicates the duration of each cell, not the skill itself.
- This skill does not work on an element enchanted area (Volcano, Whirlwind, Deluge).
They have the audacity to try and hide for you and expect you to come them well then give them a tatse of Dirt!
Fires spears of solid earth from the ground below, which may cause Bleeding status. This spell hits hidden and cloaked targets.
Bleed chance: (5 * Skill Level) %
Bleed duration: (5 + (Skill Level * 3)) seconds
MATK [{ Skill Level x INT ) + ( Endow Quake Level x 200 )} x Caster’s Base Level / 100] %
Killing Cloud
Don't like your enemy casting or running towards you well then show them what the clouds look like in the color of red.
Summons a 7x7 radius poisonous cloud at a target location, which will continuously deal Poison element damage and cause Poison status. This attack hits about three times per second. Each cast requires 1 Red Gemstone.
Duration: (6 + 2 * Skill Level) seconds
MATK [( Skill Level x 40 ) x Caster’s Base Level / 100 ] %
Poison chance: 100%
Notes:
- At max level this skill will deal 48 hits total over the duration of 16 seconds.
Enemy Poisoned? Well them show them what it feels like to remove Poison forcefully!
The skill only works on poisonned target, when the skill is used the poison required will be cancelled and detonate as a Bomb of poison 3x3. Has no effect on Poison attribute monsters.
Notes:
- Requires the target be poisoned.
Put your enemy to sleep with the power of magic!
Causes Deep Sleep status on a single target and all those around the target. Cannot be cast on friendly targets.
Success chance: [(15 + 5 * Skill Level) + ( Caster’s INT / 5 ) + ( Caster’s Job Level / 5 ) - ( Target’s INT / 6 ) - ( Target’s LUK / 10 )] %
Duration: [(6 + 2 * Skill Level) - {( Target’s Base Level / 20 ) + ( Target’s Base INT / 40 )}]
Notes:
- This skill is only usable on PvP and WoE maps.
- Deep Sleep Status - Chat is Disabled, 2% of Maximum HP/SP is Recovered each second, & damage from the next attack is increased by 50%.
Freezing, Frozen, or Crystalized? Hah! I think not. Not only will this skill heal you over time, but also it will remove Freezing, Frozen, and Crystalization status and provide protection from said statuses to players inside of its 7x7 AoE!
Notes:
- All players and monsters, regardless of party or guild ties, will receive Warmer's effects.
- If caster uses Summon Agni Level 2 with Spirit Control Level 1 Warmer heals an additional 10% Max HP every 5 seconds.
- Warmer has a 60 second cooldown at all levels.
- Magnetic Earth blocks Warmer, but the cooldown still applies.
- Use Warmer inside of War of Emperium 2 to rapidly heal Barricades or Guardian Stones.
- Caution when using Warmer to heal your party during MVPing as the MVP may use the Warmer to heal itself!
Summoned Elemental’s STATs are affected by the Caster’s Base Level and STATs.
Analyze Element
Spirit Control
Switches your summoned spirit from Standby Mode to Passive Mode, Defensive Mode, Offensive mode, or Waiting Mode (Elementals in Wait Mode will regenerate 2% HP and SP every 3 seconds). Using the skill again returns the spirit to standby mode. While in standby, the spirit will recover HP and SP faster.
Call Agni
Call forth the power of the Inferno to Scorch your enemy until nothing, but ashes are left.
Fire Elemental Agni will receive the following STAT bonus.
ATK + (Summon Agni Skill Level x 20) / HIT + (Summon Agni Skill Level x 10)
Agni (Fire Elemental) Level 1 ~ 3, Caster’s Bonus ATK = (Summon Agni Skill Level x 60) ATK
Call Agni Level 1
Call Agni Level 2
Call Agni Level 3
Fire Insignia
Fire element players or monsters will regenerate 1% Max HP every 5 seconds.
Earth element players or monsters will lose 1% Max HP every 5 seconds.
All targets within Fire Insignia skill range will take 1.5 times more damage from Water Element.
Call Aqua
Summon the fierce ocean to wipe your enemy away into the vast expanse of the endless sea.
Water Elemental Aqua will receive the following STAT bonus.
MDEF + (Summon Aqua Skill Level x 10) / MATK + (Summon Aqua Skill Level x 20)
Aqua (Water Elemental) Level 1 ~ 3, Caster’s Bonus MATK = (Summon Aqua Skill Level x 40) MATK
Call Aqua Level 1
Call Aqua Level 2
Call Aqua Level 3
Water Insignia
Water element players or monsters will regenerate 1% Max HP every 5 seconds.
Fire element players or monsters will lose 1% Max HP every 5 seconds.
All targets within Water Insignia skill range will take 1.5 times more damage from Wind Element.
Call Ventus
Summon a mighty typhoon to blow the enemy away with the destructive force of a hurricane.
Wind Elemental Ventus will receive the following STAT bonus.
FLEE + (Summon Ventus Skill Level x 20) / MATK + (Summon Ventus Skill Level x 10)
Ventus (Wind Elemental) Level 1 ~ 3, Caster’s Bonus Stat: 5 ASPD increase and 1 second Fixed Cast time reduction
Call Ventus Level 1
Call Ventus Level 2
Call Ventus Level 3
Wind Insignia
Wind element players or monsters will regenerate 1% Max HP every 5 seconds.
Water element players or monsters will lose 1% Max HP every 5 seconds.
All targets within Wind Insignia skill range will take 1.5 times more damage from Earth Element.
Call Tera
Summon a shattering earthquake to bury the enemy underneath with the destructive force of a continental shift.
Earth Elemental Tera will receive the following STAT bonus.
DEF + (Summon Tera Skill Level x 25) / ATK + (Summon Tera Skill Level x 5)
Tera (Earth Elemental) Level 1 ~ 3, Caster’s Max HP bonus: (Summon Tera Skill Level x 5)%
Call Tera Level 1
Call Tera Level 2
Call Tera Level 3
Earth Insignia
Earth element players or monsters will regenerate 1% Max HP every 5 seconds.
Wind element players or monsters will lose 1% Max HP every 5 seconds.
All targets within Earth Insignia skill range will take 1.5 times more damage from Fire Element.
Spirit Sympathy
Spirit Cure
Consumes 10% HP and SP to recover Elemental’s HP and SP for the same amount.
1.3 Status Builds
Spell Fist
STR: 1 ~ 50
AGI: 90 ~ 100
VIT: 95
INT: 100 ~ 110
DEX: 80 ~ 100
LUK: 1 ~ 30
Offensive
STR: 1
AGI: 1
VIT: 80 ~ 95
INT: 120
DEX: 100 ~ 110
LUK: 1 ~ 30
Hybrid
STR: 1 ~ 21
AGI: 1
VIT: 95 ~ 100
INT: 100 ~ 110
DEX: 100 ~ 110
LUK: 1 ~ 60
Defensive
STR: 1
AGI: 90 ~ 100
VIT: 95
INT: 90 ~ 100
DEX: 90 ~ 100
LUK: 1 ~ 60
Support
STR: 1~30
AGI: 30~50
VIT: 95
INT: 100~110
DEX: 110~120
LUK: 1 ~ 30
Edited by Riakuta, 26 November 2012 - 05:01 PM.