Table of Contents

Sorcerer

The Sorcerer is a powerful magician, wielding the elements of fire and lightning to destroy their enemies.

- Sorcerers can use the following Enchantments: Enraging, Clear State, Life Bloom, Life Leech or Grasping.
- Sorcerer's Attack Speed cap is 3.
- Sorcerer's Base Weapon Damage is 12.
- Sorcerer' Spells and Auto-Attacks scales with Intelligence.

Specializations

Specializations can be unlocked after obtaining the three Promotions and Awakening.

Pyromancer
The Pyromancer focuses on harnessing the power of destructive flames to deal massive damage over a large area.

Thunderlord
The Thunderlord is the master of harnessing electricity, able to deal immense damage to a single target and access to a powerful defensive spell.

Soul Rune

Sorcerer Soul Rune
Deals high energy damage to all targets hit.
Soul Runes scales with Runemastery.

Spells

Attack Spells

Spell name Level Cooldown Base Damage Spell Description

Energy Strike
12 2s/2s 73 Shoots a energy ball at your target.

Ice Strike
12 2s/2s 73 Shoots a ball of ice at your target.

Flame Strike
12 2s/2s 73 Shoots a ball of fire at your target.

Death Strike
12 2s/2s 73 Shoots a death ball at your target.

Terra Strike
13 2s/2s 73 Shoots a ball of earth at your target.

Pyro Surge
18 4s/1.5s 86 A wave of fire erupts in front of the caster.

Electrical Surge
23 4s/1.5s 91 A beam of energy erupts in front of the caster.

Strong Electrical Surge
29 6s/1.5s 171 A strong beam of energy erupts in front of the caster.

Rage of the Skies
30 8s/1.5s 161 An energy AoE erupts around the caster.

Lightning Surge
38 3s/1.5s 86 A wave of energy erupts in front of the caster.

Hell's Core
60 10s/1.5s 161 An fire AoE erupts around the caster.

Vortex Breath
150 4s/1.5s 325 A wave of energy erupts in front of the caster.

Dragon Breath
150 4s/1.5s 131 A wave of fire erupts in front of the caster.

Living Energy Bomb
325 10s/1s 96 Plants a bomb on your target that explodes after 4s dealing energy damage.

Living Time Bomb
325 10s/1s 96 Plants a bomb on your target that explodes after 4s dealing fire damage.

Pyroblast
650 12s/1.5s 89 Deals fire damage to a target.

Thunder Shock
1500 12s/1.5s 383 Deals energy damage to a target.

Vortex Beam
1500 10s/1.5s 126 A beam of energy erupts in front of the caster.

Destruction
1500 18s/1.5s 166 An fire AoE erupts around the caster.

Infused Energy Beam
1500 16s/1.5s 159 A strong beam of energy erupts in front of the caster.

Enflamed Pyroblast
1500 18s/1.5s 76 A wave of fire erupts in front of the caster.

Eruption
1500 24s/1.5s 147 An fire AoE erupts around the caster.

Arcaneblast
1500 90s/1.5s 616 Shoots a energy beam at your enemy dealing a massive amount of damage.
Obtainable from Cooking Up A Storm quest.

Healing Spells

Spell name Level Cooldown Base Healing Spell Description

Concentrate
20 4s/1s 165 Heals the mana of the caster every second for 2 seconds.

Magic Heal
30 1s/1s 27 Heals for a large amount of HP.

Evocation
100 22s/1s 60 Heals the player's Mana with a healing over time. This value is increased by 0.25% of the caster's maximum mana.

Strong Evocation
350 40s/1s 60 A strong version of the Evocation spell. This value is increased by 0.5% of the caster's maximum mana.

Mana Channel
1500 60s/1s Heals the caster's mana by 2.5% of its maximum mana every 0.25s for 5 seconds.

Support Spells

Spell name Level Cooldown Spell Description

Focused Magic
60 9s/0.1s Buffs the caster's Attack Power by 30% for 10 seconds.
Available in the Quick Button menu.

Arcane Shield
500 15s/0.1s Increases the caster's resistance by 2% and reduces damage dealt by 10%.

Fire Shield
500 15s/0.1s Increases the caster's damage by 4% and reduces resistance by 3%.

Awakening Spells

After reaching awakening you will get Awakened Spell Points every 10 levels that you can spend on spells to increase their potency and give them special effects.
These spells will be marked with .

Spell name Guaranteed Effect Choose Between Description

Auto Attack
Has a 50% chance to cast a random rune. Sudden Death Has 50% chance to cast a stronger Sudden Death Rune.
Great Fireball Has 50% chance to cast a stronger Great Fireball Rune.
Avalanche Has 50% chance to cast a stronger Avalanche Rune.

Soul Rune
Deal +20% damage to electrified targets. Energy Orb Also casts energy orbs that will hit nearby enemies.
Charged Rune Targets hit that are already electrified will heal 2% of your mana.
Arcane Luck Will now hit random tiles 4 times, dealing 50% of the original damage. Electrifies enemies hit.

Arcaneblast
Bounces to enemies in a wave shape, dealing 25% damage. Arcane Bomb Takes 2 seconds to explode, dealing 1×1 AoE damage.
Arcane Missiles Every second for 5 seconds an arcane missile will be casted, dealing 20% of the original damage. The last one deals 120% damage.
Arcane Protection Receives 5% resistance for 10 seconds.

Destruction
Range increased. Now goes back and forth. Now burns enemies. After Burn Deals +100% damage if the target is burning.
Chaos Casts twice.
Mass Destruction When the animation ends, deal AoE damage in 3×3 circle area.

Dragon Breath
Now burns enemies. Infuse Now has an animation/delay, but deals 150% damage.
Dragon Assembly Hit random tiles in front of you, in a wider area.
Fiery Charges Has 3 charges, having Fire Shield on makes a charge recover each 5 seconds. Each charge makes the next Dragon Breath deal 100% extra damage.

Eruption
Area increased. Now burns enemies. Fire Rain Now focus on targets instead of random tiles.
Volcano Charges up dealing +50% explosive damage in a 3×3 circle area.
Meteor Requires a target. Meteors will rain on the target's position, dealing +50% damage in a 3×3 area.

Fire Shield
Every 5 seconds, deal burn damage in a 1×1 area. Burning Ally Every 5 seconds, gives +5% resistance for 5 seconds to allies within melee range.
Fire Projectile While active, your auto attacks will have 20% chance to cast a Fire Projectile, dealing damage to your target.
Fire Hand Every 5 seconds, gives +5% damage for 5 seconds to allies within melee range.

Hell's Core
Leaves a fire effect after casted, dealing damage and burning targets hit. Punishment If a creature hit is already burning, meteors will fall over them.
Fire Waves The damage comes in waves, dealing more damage overall.
Intense Fire The fire rain becomes stronger and wider, dealing more damage, slowing down targets hit.

Infused Energy Beam
Casts the spell 5 times in a row, instead of 3. Arcanation Now has an animation/delay, but deals 150% damage.
Infused Arcane Assembly Now has an animation/delay, but electrifies targets hit.
Infused Energy Orbs Requires a target. Casts orbs that will deal 50% of the original damage against your target. The first orb to hit expands, hitting in a spinning shape.

Rage of the Skies
Leaves a thuderstorm effect after casted, dealing damage and electrifying targets hit. Chain Explosion Targets hit will explode after 2 seconds. If the explosion hits another target, the target will explode as well, creating a chain of explosions. The same target can't explode more than once.
Lightning Rod For 5s, players moving near you will be hit by a lightning.
Thunderstorm Adds extra storms that follows the caster, hitting for 40% of the original value.

Strong Electrical Surge
Casts a projectile against enemies hit dealing extra damage. Strong Electric Range Casts to every direction in the target\'s position. Paralyzes targets hit in 50% for 3 seconds.
Strong Spinning Lightning Lightning beams appear, moving in circular motion, being able to hit the same target multiple times, but dealing less damage per hit.
Even Thicker After a second, expands its area.

Thunder Shock
Bounces to 2 nearby enemies. Magnetic Attraction Hits the same target twice.
Recharge When it stops bouncing, the Thunder Shock comes back to you healing your mana.
Short Circuit After 2 seconds, creatures hit will form a short circuit, dealing damage and stunning them for 2 seconds.

Basic Spells

Spell name Level Cooldown Spell Description

Conjure Food
8 2s/2s Creates a random piece of food.

Find “Name
8 2s/0.1s Searches for the target player.

Glow
8 2s/0.1s Emits a light source around the caster.

Jump “up/down
8 2s/0.1s Can levitate the caster up or down a ledge.

Magic Cloak
8 2s/0.1s Mana Shield.

Magic Rope
8 2s/0.1s Ropes the caster up a rope spot.

Sprint
8 2s/0.1s Gives speed to the caster.

Cure Poison
10 6s/1s Cures the Poison effect.

Cure Burning
20 6s/1s Cures the Burning effect.

Cure Electrification
20 6s/1s Cures the Electrified effect.

Strong Sprint
20 2s/0.1s Gives speed to the caster.

Illusion
20 2s/0.1s Changes the look of the caster to match the monster.
Illusion “creaturename”

Accesorize
20 2s/2s Creates an energy ring.

Artifacts

The Heaven and Hell artifact are awarded after you finish the arena against either Heaven or Hell by talking to the Faith Servant at +2 Depot. This costs 100 AT and 5 million gold for each attempt. If you die, you fail and will have to attempt it again from the beginning. You can do the arena for both artifacts if you so wish. Each artifact has 3 tiers of effects that enhance certain skills, you can choose one effect for each tier. These effects cna be changed at any time inside of a protection zone.
1st tier: Received when the corresponding arena is finished.
2nd tier: 200 Wargate currency.
3rd tier: 5000 Archlight tokens and 200M Gold

Heaven Artifact


Arcane Knowledge
T1
Damage loss debuff from Arcane Shield is no longer applied.

Cluster
T2
Increases Concentrate’s mana regeneration by 10%.

Spotlight
T2
+5% dodge chance

Wire
T3
Thunder Shock snares enemies hit for 1 second.

After Effect
T3
Enemies hit by Destruction receive 5% more damage from the caster for 5 seconds.

Hell Artifact


Fire Knowledge
T1
Resistance loss debuff from Fire Shield is no longer applied.

Ponder
T2
Concentrate increases Critical Damage by 10% for 4 seconds.

Highlight
T2
+5% attack power

Rumble
T3
Thunder Shock is casted again after 1 second, triggering Awakening Effects, if any.

Nuke
T3
Increases Destruction’s area of effect by 2 tiles.

Builds