Sorcerer

== Overview ==
===AoE Magic===
Unlike their predecessors, Sorcerers have the ability to do area of effect damage. Psychic Wave will be your most used area spell due to its major damage, large AoE, and Neutral element (you can "endow" your Psychic Wave via summons).
* Diamond Dust (Water element) has an average AoE, damage, and cast time.
* Earth Grave (Earth element) has an average AoE, lower damage, and a quick cast time (has the ability to knock units out of hide/cloak).
* Varetyr Spear (Wind element) has a smaller AoE, average damage, quick cast time, and has a short cast range (requires a target unit).
The three elemental spells are heavily based on the level of their corresponding endow.
* Killing Cloud (Poison element) has an average AoE, damage, and cast time (hits multiple times).
===Summons===
Sorcerers have the ability to summon elementals that have very powerful abilities to help the summoner. There are 3 levels for each element, each having a different summoning requirement (catalyst). A summons stats are directly based on that of the sorcerer (ie A high agi / flee sorcerer will create a summon with high flee). A summon has the elemental resistance of that elemental type (Agni is 100% fire).
Summons each have the ability to change the element of Psychic Wave, change the Sorcerers elemental resistance (100% resistance to that element), and boost certain elemental spell's damage.
On top of that, each element has a specialty.
* Fire - Used mostly for its ability to boost the Atk of the sorcerer and increase the recovery amount of Warmer (+10%).
* Water - Used mostly for its ability to boost the Matk of the Sorcerer.
* Wind - Used mostly for its ability to boost ASPD, reduce total cast time, and create a defensive barrier.
* Earth - Raises max HP and defense of the Sorcerer, and can cause stun with its attacks. It is somewhat less desirable than other summons.
===Insignias===
At first, Insignias can be a little confusing and hard to use, but they can be extremely powerful. Insignias require a bit of setup and coordination and also have high skill requirements.
* Insignias can be created of the 4 basic elements.
* Only one of each elemental insignia can be placed at a time (insignias do not share the same cooldown).
* Insignias are 3x3 ground enchants.
* Each cast cost 1/2/3 Point (depending on level used), which can be bought in Geffen tower (200z ea).
* Points are Etc item, each having a different element corresponding to that insignia (Scarlet Point/Indigo Point/Lime Green Point/Yellow Wish Point).
Each insignia has 3 levels.
* Level 1 - Boosts the ability / HP and SP regen of that corresponding elemental summon.
* Level 2 - Changes weapons element to the insignia element (this excludes monster skills).
:Any unit, friend, or monster that stands INSIDE the insignias 3x3 AoE attack will change. For example, if you are wearing fire armor, and a monster hits you while THEY are standing in a level 2 fire insignia, you will take reduced damage (Fire attack vs Fire Armor - 1/4 damage taken). If you have 100% immunity to that element, you will take 1 damage.
: When stacking multiple level 2 insignias on the same target, the targets attack will turn to the most recent insignia you placed on that target.
* Level 3 - Increases that players elements magic damage when THEY are standing inside the insignia and additional bonuses to that element (faster cast time, more matk, etc).
Each insignia has the ability to boost the counter element no matter which level you use. For example, if you use Fire Insignia at any level, any unit INSIDE the insignias 3x3 AoE will take +50% damage to water elemental attacks.
Each insignia also has the ability to heal or damage 1% hp every 5s depending on their element. It will heal the same element and damage opposite element (see insignia links below for more info). This is VERY important to understand when dealing with mvps. For example, fire insignia level 2 might seem like a good idea on Ifrit because it will turn his attack to fire (tank will take less damage if he is wearing fire armor / fire resistance) and will also boost water attacks on him, but he will also heal for 1% hp every 5s (~70k hp a sec). This can be countered by also placing a water insignia (-1% hp every 5s).
Additional examples
* Your tank comes back with a few more monsters than he is able to handle. If you know what armor they are using, placing a level 2 insignia on top of the monsters will reduce the damage they take by 1/4.
* Precasting magic while standing in level 3 insignias.
* A person, with 100% water resistance, tanking an MVP (ie Drake). Water insignia level 2 on the MVP will reduces its damage considerably and increase all incoming wind attacks by +50%.
* Summons will take 1 damage if you place the corresponding level 2 insignia.
== Job Change Guide ==
A Scholar needs to be 99/70 in order to job change into a Sorcerer.
See Sorcerer Job Change Guide for detailed information.
== Class Data ==
=== Skills ===
See Sage Skills or Scholar Skills for 2nd class Skills.
Skill 	Description 	Levels 	Type
 	Attempts to inflict status to a target. (Only in PvP & WoE) 	5 	Active
 	Blasts freezing winds to deal Water property magic damage to all enemies in a area and has a % chance to inflict on them. 	5 	Offensive
 	Fires land spikes from underneath to deal Earth property magic damage to all enemies in a area and has a % chance to leave them . 	5 	Offensive
 	Creates lightning trail behind the user that deals Wind property damage in contact. 	5 	Offensive
 	Creates a whirlwind that immobilizes all enemies in a area. 	5 	Active
 	Creates a blazing trail behind the user that deals Fire property damage in contact. 	5 	Offensive
 	Fully restores HP when cast and increases movement speed increases for the skill's duration. All stats +20%. 	1 	Active
 	Creates a deadly poisonous cloud to continually deal Poison property damage to all enemies in a 7x7 area and may lower their resistance. 	5 	Offensive
 	Detonates the poison of a target, dealing high Poison property damage in a 5x5 area around it. 	5 	Offensive
 	Fires a wave of psychic energy that deals strikes, dealing Neutral property damage to all enemies in a area. 	5 	Offensive
 	Converges Bolt damage into the user's hands for the next Melee attacks, dealing MATK +% extra damage. 	10 	Active
 	Increases ATK by × target's Weapon Level. Learned Endows increase the ATK boost. 	5 	Supportive
 	Calls forth a lightning spear to deal Wind property magical damage to all enemies in a area around the target and has a % chance to them.	10 	Offensive
 	Heals all targets in a 7x7 area, cures and prevents them from , and statuses. 	5 	Supportive
Elemental Spirit Skills	Elemental Spirit Skills 	Elemental Spirit Skills	Elemental Spirit Skills
 	Commands the elemental spirit to use its Offensive skill 	1 	Active
 	Reassembles and disassembles elemental ores and stones in their counterparts. 	2 	Active
 	Switches the elemental spirit to Passive / Defensive / Offensive mode or breaks the spirit. 	4 	Active
 	Consumes 10% of the user's HP and SP to heal the elemental spirit's HP and SP for the same amount. 	1 	Supportive
 	Increases the elemental spirit's Max HP and Max SP by %, ATK and MATK by and decreases the SP Cost of summoning by %. 	5 	Passive
 	Create a magical barrier on the cells the caster and party members are standing on. 	5 	Supportive
 	Summons Agni, the Fire property elemental spirit. 	3 	Active
 	Summons Aqua, the Water property elemental spirit. 	3 	Active
 	Summons Tera, the Earth property elemental spirit. 	3 	Active
 	Summons Ventus, the Wind property elemental spirit. 	3 	Active
 	Creates a crest on the ground that boosts Fire property damage. 	3 	Supportive
 	Creates a crest on the ground that boosts Earth property damage. 	3 	Supportive
 	Creates a crest on the ground that boosts Wind property damage. 	3 	Supportive
 	Creates a crest on the ground that boosts Water property damage. 	3 	Supportive
=== Job Bonuses ===
Stat\Amount	+1	+2	+3	+4	+5	+6	+7	+8	+9	+10	+11
STR 	10	11	33	53	 	 	 	 	 	 	
AGI 	20	21	41	55	 	 	 	 	 	 	
VIT 	4 	14	23	32	45	57	 	 	 	 	
INT 	1 	2 	5 	12	13	22	30	39	46	50 	60
DEX 	3 	15	19	24	31	40	44	51	59	 	
LUK 	47	48	49	 	 	 	 	 	 	 	
=== ASPD ===
{| class="wikitablec"	Equip	Attack Speed	From 2nd Class
Bare Handed 	156 	+5 	
Shield 	-5 	+5 	
Dagger 	-10 	−2 	
Rod (One Handed)	-5 	+5 	
Rod (Two Handed)	-15 	−5 	
Book 	-5 	−7 	
== Builds ==
NOTE: While all listed gears in this section are viable for usage, it is encouraged to test the item combinations you desire for your character first by going to the iRO Wiki Calculator, consult any knowledgable players in your group or in iRO Wiki Discord, or watch video guides before purchasing any item included in this list.
=== Psychic Wave Build (2025) ===
==== Introduction ====
 is the most powerful spell in the Sorcerer's arsenal. The skill hits enemies in waves for a total number of (Skill Lv. + 2) times and if a weapon of type Staff or Book is equipped the skill will damage twice in each wave.
There are many equipment that can be used for this build and their prices vary depending on the demand which is always high considering this is one of the best damage dealers.
This is not a very good F2P starter build and needs some / considerable level of investment. But once built properly this build can be used to farm and hunt pretty much all of the content in game with ease.
==== Talent / Stats ====
Stat 	Amount 	Notes
Stats 	Stats 	Stats
STR 	1 	Not needed as such, only for weight capacity.
AGI 	90 - 110 	AGI needed for Flee and high ASPD, preferably 193.
VIT 	60 - 72 	For high health and survivability.
INT 	130 	Nothing to look at here, Psychic Wave scales off of INT. So to the max!!.
DEX 	125 - 130	DEX for reducing variable casting time.
LUK 	60 - 72 	LUK for extra MATK. 100 Total LUK for Curse Resistance.
Talents	Talents 	Talents
POW 	0 	Not needed.
STA 	0 	Not needed.
WIS 	0 	Not needed.
SPL 	100 	Main talent stat for damage.
CON 	97 	Secondary talent stat after SPL.
CRT 	0 	Not needed.
==== Equipment ====
Equip 	Best in Slot? 	Card Options 	Comments
Headgear (Upper) 	Headgear (Upper) 	Headgear (Upper) 	Headgear (Upper)
 	❌ 	
* 	
* Source for 100% Magic Defense Penetration, damage and some VCT status
 	❌ 	
* None 	
* Source for 70% fixed casting time reduction and 100% Magic Defense Penetration.
* Reduces cooldown of , and by 1 second.
 	❌ 	
* 	
* Does not have Magic Defense Penetration, will need from other sources.
* Good source of damage increase, damage reduction from mobs and VCT stats.
 	✅ 	
* 
* 	
* Does not have Magic Defense Penetration, will need from other sources.
* SPL / S.MATK / MATK Bonuses, 0.7s fixed casting time reduction and quite some damage increase.
* If paired with Fenrir Card, enables casting .
Headgear (Middle)	Headgear (Middle)	Headgear (Middle)	Headgear (Middle)
 	❌ 	
* 	
* Useful early on while leveling.
* Reduces fixed casting time of by 100%.
* Reduces cooldown of and by 4 seconds.
* Provides ACD reduction and some damage increase.
 	❌ 	
* None 	
* Good source of MATK and some MATK % versus boss monsters.
 	❌ 	
* 
* 	
* Good source of MATK.
* Also increases damage and helps with ACD reduction if paired with Marduk or Pharaoh card.
 	✅ 	
* 
* 	
* Good source of MATK % and damage against boss monsters.
Headgear (Lower) 	Headgear (Lower) 	Headgear (Lower) 	Headgear (Lower)
 	❌ 	
* None 	
* Increases some damage and reduces ACD.
 	❌ 	
* None 	
* For every 10 base levels, increases magical damage against all size monsters by 1%.
 	❌ 	
* None 	
* Some MATK and EXP + 15%.
* Gives minor fixed HP / SP leech and .
 	✅ 	
* None 	
* Some talent stats and MHP.
* For every 10 base levels, increases magical damage against all size monsters by 1%.
Armor 	Armor 	Armor 	Armor
 	❌ 	
* 	
* Some MHP and MSP, also 70% fixed casting time reduction.
 	❌ 	
* 	
* Some MATK and cheap source of 70% Magical Defense Penetration.
 	❌ 	
* 	
* Good source of MATK, All Stat +10 for VCT stats and magic damage.
 	❌ 	
* 	
* Good source of damage and All Stats increase for VCT.
 	❌ 	
* 	
* Good source of INT, MATK, ASPD and Max HP / Max SP.
 	✅ 	
* 
* 	
* All Stats +12, good source of Max HP / SP, MATK, SPL and CON.
* Increases magical damage by a LOT, reduces ACD and also provides 0.3s fixed casting time reduction.
Weapon 	Weapon 	Weapon 	Weapon
 	❌ 	
* 
* 	
* MATK +205 and reduces cooldown of by 1 second.
 	❌ 	
* 
* 
* 	
* MATK +270 and increases magic damage of Neutral property magic damage by 15%.
* Increases damage of by 25% and reduces its cooldown by 1 second.
 	❌ 	
* 
* 
* 	
* MATK + 270, MATK +5% and increases magic damage of Neutral property magic damage by 15%.
* Increases damage of by 50% and reduces its cooldown by 1 second.
 	❌ 	
* 
* 	
* MATK + 248 and increases magic damage of Neutral property magic damage by 15%.
* Increases damage of by 55% and reduces its cooldown by 1 second.
 	❌ 	
* 
* 	
* MATK + 248 and increases magic damage of Neutral property magic damage by 15%.
* Increases damage of by 70% and reduces its cooldown by 1 second.
 	✅ 	
* 
* 
* 
* Enchanted with -
** 
**	
* MATK + 240, MATK + 18% and increases all property magic damage by 12%.
* Increases damage of by 90% and reduces its cooldown by 1.5 seconds.
Shield 	Shield 	Shield 	Shield
 	❌ 	
* 	
* Max HP / SP and some MATK.
 	❌ 	
* 	
* Good source of MATK, tons of ASPD and some magical damage increase.
 	❌ 	
* 	
* Good source of ASPD and DEX / INT + 10 for VCT reduction.
* There's a 5% chance to activate INT + 150 for 10 seconds when dealing magical damage.
 	❌ 	
* 	
* Good source of ASPD and Neutral property magical damage increase.
* Also reduces fixed casting time by 0.5 seconds.
* There's a 4% chance to activate INT + 150 for 10 seconds when dealing magical damage.
 	✅ 	
* 	
* Good source of MATK and all property magical damage increase.
* If equipped with White Lady in headgear, INT / SPL + 30.
* There's a 7% chance to activate INT + 70 and SPL + 70 for 10 seconds when dealing magical damage.
Garment 	Garment 	Garment 	Garment
 	❌ 	
* 
* 	
* Good source of ASPD / MATK, VCT stats and DEF / MDEF.
* If equipped with Wizard of Veritas in weapon, INT + 40.
 	❌ 	
* 
* 	
* Good source of Max HP / SP, ACD and magical damage increase.
* Also provides All Stats + 10 and reduces damage taken from Ghost property attack.
 	❌ 	
* 
* 	
* Good source of ASPD, INT, ACD and magical damage increase.
 	❌ 	
* 
* 	
* Good source of MATK and other talent stats.
* Also increases damage against all size monsters and provides ACD reduction.
* Lacks All Stats +10 like in other garments, so will have to be compensated for variable casting time calculations with base stats.
 	✅ 	
* 	
* Good source of MATK and other talent stats.
* Increases magical damage by a LOT.
* Provides All Stats + 15 and ACD reduction.
* Increases damage of by 100%.
Shoes 	Shoes 	Shoes 	Shoes
 	❌ 	
* 	
* Good source of Max HP / SP and MATK and also ACD reduction.
* When learnt , INT + 40.
* When learnt , increases magical damage by 50%.
* When learnt , and when using , increase Movement speed for 30 seconds..
 	✅ 	
* 
* 
* 	
* Good source of MATK, INT and other talent stats.
* Increases magical damage by a LOT and reduces fixed casting time by 1 second.
Accessories 	Accessories 	Accessories 	Accessories
 	✅ 	
* 
* 
* 	
* Good source of magical damage and also ACD reduction.
* For every 5 base levels, increases damage of by 1%.
* When learnt , reduces cooldown of by 1 second.
 	✅ 	
* Any 	
* Useful as an accessory to switch to for buff.
* Also provides 50% magical defense penetration.
==== Shadow Equipment ====
Armor
Equip	Required Level	Rcommended Refine
 	1 	0
 	1 	10
 	1 	10
 	1 	10
 	200 	10
Weapon
Equip	Required Level	Rcommended Refine
 	1 	10
 	1 	10
 	1 	10
Shield
Equip	Required Level	Rcommended Refine
 	1 	0
 	1 	10
 	1 	10
 	1 	10
Shoes
Equip	Required Level	Rcommended Refine
 	1 	10
 	1 	10
 	1 	10
 	1 	10
 	200 	10
Pendant
Equip	Required Level	Rcommended Refine
 	1 	5+
 	200 	10
 	1 	10
Earring
Equip	Required Level	Rcommended Refine
 	1 	5+
 	200 	10
 	1 	10
==== Costume Enchants ====
* 
** Increases damage by 10%.
** When equipped with , increases damage by 15%.
** When equipped with , increases damage by 15%.
** When equipped with , reduces cooldown of by 2 seconds.
* 
** For every level of , reduces fixed casting time by 0.1 seconds.
* 
** Reduces fixed casting time by 0.3 seconds.
** When equipped with , reduces fixed casting time by 0.3 seconds.
* 
** Reduces fixed casting time by 0.1 second.
=== Support/Summoner Build===
* STR: 1-100 
* AGI: 1-100 
* VIT: 95-120 
* INT: 40-90 (INT is now necessary due to it being in the cast time formula and Soul Exhale only giving half your current SP.) 
* DEX: 100-120 
* LUK: 30-100 
The Support type is going to differ from how the Scholar class was in pre-renewal. Soul Exhale now has a 3 second fixed cast time and only gives your target half of your current SP. Gone are the days that Champions (now Suras) can be filled instantly and quickly for fast leveling. Magnetic Earth has lost some of its usefulness as many 3rd class skills bypass it. Dispell has also been given a large fixed cast time. Due to this and the lack of many new support skills, the niche that Scholars used to have has been diminished. The role has not been lost! Due to the advent of status inflicting spells such as Diamond Dust and Arrullo, the AoE healing abilities of Warmer with no catalyst cost (especially with fire summon), and the supporting skill that can be achieved through Summon skills, the Sorcerer can be a very powerful support. Striking is a great buff to ATK classes (both physical and ranged ones). Note that a support oriented Sorcerer can still opt for the AoE Sorcerer skills to provide some damage when needed, at least in the leveling phase. Stats-wise, a support Sorcerer does not necessarily differ too much from an offensive caster Sorcerer. Some players may choose to go with a complete full support build for their Sorcerers who have reached 150/50 however.
Primary Skills Used	Primary Skills Used	Primary Skills Used	Primary Skills Used
 	 	 	
 	 	 	
 	 	 	
===Spell Fist Build===
* STR: 1 - 60 (choose either str or luk)
* AGI: 100 - 120 (120 agi only if you can't reach 193 aspd)
* VIT: 90 - 100
* INT: 120 - 125
* DEX: 120 - 125
* LUK: 1 - 60 (choose either str or luk)
Spell Fist Sorcerers is the evolution of the Hindisight/Bolt Scholar. By combining bolt damage into their auto attacks, they can increase their damage output. With the latest October 22 skill update, Spell Fist became a buff that lasts 3 minutes instead of powering a specific number of auto attacks. Thanks to this buff and the new Elemental Summons from Elemental Masters, there isn't a need for Hindisight to finish or complete your dps. However, Sorcerers can use this skill until they reach Elemental Masters to increase their damage further. This build is still single-target focused but very flexible as you can combine spell fist with other auto-cast skills and gears or be a battle sorcerer. Spell Fist Sorcerers can kill MVPs by combining the Insignias, Elemental Summons, and terrain skills(Whirlwind, Diluvio or Volcano); however, they struggle to kill Holy 4 and Dark 4 MVPs as they are immune to elemental damage.
A spell fist build is dedicated to boosting either Fire/Cold/Thunder bolt using gears such as Magical Rings, Magician's Night Cap and Juu cards, and other gear that improve magical damage. Leeching gear, cards and pets also help as Spell Fist is a melee magical skill, meaning that it takes advantage of effects that are triggered by doing auto attacks. However, physical damage modifiers do not increase the skill damage. It's recommended that Sorcerers choose a primary element to focus on, as gears tend to increase only one element type. 
Primary Skills Used	Primary Skills Used	Primary Skills Used				
 	 	 				
 	 	 				
== Achieving Instacast ==
What sets sorcerer apart from their warlock counterpart is the ability to achieve instacast, this applies to some offensive skills (like , ) and some support skills (like )
There are 2 things that you need to have in order to achieve instacast :
* Skills (particularly and )
* Equipment (particularly stacking variable cast time reductions stuff)
====Skills====
The 2 main skills that you need to have are :
Skill	Skill Level	Usage
 	1-3 	The Ventus summon allows the sorcerer to reduce their fixed cast time by 1 sec. This is a huge boost considering most of sorcerers skills has a 1 sec fixed cast time on them, so using ventus means you can get rid of the fixed cast time part on some of your skills. Note that level 1 to 3 Ventus gives the same amount of fixed cast time reduction
 	1 	In order for the summon ventus to reduce your fixed cast time, it needs to be put in passive mode, and Spirit Control level 1 puts your summoned spirit in passive mode, so dont forget to cast it before you go into a fight
Other skills that you can consider getting :
Skill	Skill Level	Usage
 	1 	This skills allows you to cure your summoned spirit using your hp and sp. To achieve instacast you need Ventus alive and in passive mode, so making sure that Ventus last as long as possible is very helpful
 	1 	This skill increases your summoned spirit max hp and sp. This skill helps in giving ventus a little bit more survivability, though not necessary
====Equipment====
Another part of achieving instacast is the equipments you're using. Stacking variable cast time reductions is a must because your fixed cast time reductions has been taken care of by Ventus, which means you need to get some equipments enchanted, particularly with the spell enchants (please refer to the Malangdo Enchants, Fallen Angel Wing Enchants, RWC Accessory Enchants, and Temporal Boots Enchants page on how to get spell enchants). With the amount of equipments available, there are a lot of choices that you can use to reduce your variable cast time, it just amounts to whatever funds you may have and what situations you are using them for
Here are a list of equipments setups that you can use to reduce your variable cast time (note that these are just examples and not the only combinations available, you can mix and match them to suit your own needs) :
Variant 1
Equipment	Note 	Reduction (%)
 	carded with 	29
 	Spell 3/3 enchanted 	16
 	Spell 4/4/4 enchanted	30
or 	Spell 3/3 enchanted 	16
or 	Spell 3/3 enchanted 	16
Total 	Total 	107
Variant 2
Equipment	Note 	Reduction (%)
 	carded with 	29
 	Spell 3/3 enchanted 	16
 	for uninterrupted cast	-15
 	Spell 4/4/4 enchanted 	30
 	Spell 4 enchanted 	10
or 	Spell 3/3 enchanted 	16
or 	Spell 3/3 enchanted 	16
Total 	Total 	102
Variant 3
Equipment	Note 	Reduction (%)
 	carded with 
+ combo with Thorn Staff of Darkness	19
 	carded with 	10
 	Spell 4/4 enchanted 	20
 	for uninterrupted cast	-15
 	Spell 4/4/4 enchanted 	30
 	Spell 4 enchanted 	10
or 	Spell 3/3 enchanted 	16
or 	Spell 3/3 enchanted 	16
Total 	Total 	102
Variant 4
Equipment	Note 	Reduction (%)
 	carded with 	33
 	Spell 4/4 enchanted 	20
 	Spell 4/4/4 enchanted 	30
 	Spell 4 enchanted 	10
or 	Spell 3/3 enchanted + carded with for uninterrupted cast	-9
or 	Spell 3/3 enchanted 	16
Total 	Total 	100