Sorcerer uses a spellbook for ranged magic damage. Firestorm can shorten Hellfire, Ice Chain can shorten Winter’s Shackles, and MP recovery keeps both casting and mana-dependent passives working.
Official Sorcerer class artwork.
Watch the attack animations, movement and weapon style.
Watch on YouTubeRole and reasons to choose it
Choose Sorcerer if you enjoy planning cast windows, maintaining resources and controlling enemies at range. Fire attacks supply the main damage chain; frost and slowing effects create other attacks and passive interactions. Charged attacks need time, so a mechanic that forces movement changes your next skill.
Compare Ranger for bow attacks or Spiritmaster for summon management. The class comparison covers their different responsibilities. A spellbook character still needs to dodge and control distance; range does not protect you from every mechanic.
Active skills and triggers

Follow the arrow to see what opens or improves the next skill. Select a skill for its full explanation.
| Skill | Use and trigger |
|---|---|
| Flame Arrow restores MP and applies Fire Mark through the passive. Its Pyroclasm option adds a fire-damage buff. | |
| Ice Chain slows enemies. Select its Winter’s Shackles cooldown option to connect control and damage buffs. | |
| Firestorm reduces Hellfire cooldown with its rank-12 option. Its MP-cost option supports repeated casts. | |
| Bittercold Wind places an area attack at the target and can root enemies. Cast where the group will remain. | |
| Blaze requires Fire Mark and restores MP. Choose delayed damage for offense or HP absorption for solo recovery. | |
| Flame Scattershot requires Stagger. A mobile-casting option helps keep attacking during movement. | |
| Frost can freeze vulnerable targets and open Frost Burst. Its MP option provides another resource tool. | |
| Winter’s Shackles slows enemies. Its damage-boost option adds a short offensive window. | |
| Frost Burst requires Frost, or a proc against control-immune targets. Use its actual trigger, not a fixed button order. | |
| Wish of Concentration increases Attack and Accuracy. Use it before charged damage; choose resource options if MP collapses. | |
| Hellfire is a charged area attack. Faster or mobile casting trades a specialization choice for a safer cast window. | |
| Removes Stun, Knockdown, Airborne, Grab, Frost and Fear, then grants status immunity for 5s. Cooldown reduction does not affect it; keep this control break manual. |
Early skill and passive priorities
Prioritize Flame Arrow's MP-restoring choice while sustain is limited. Firestorm's rank-8 cost reduction reduces repeated spending; its rank-12 Hellfire cooldown option connects the two attacks. Ice Chain's rank-12 option reduces Winter's Shackles, whose damage-boost option improves your next window.
For Hellfire, faster casting helps complete charges safely. Its rank-8 mobile option is useful when the encounter makes you move. A mobile-casting choice competes with other options; build around the one selected rather than assuming all effects apply.
Robe of Flame supplies accuracy and damage amplification. Grace of Enhancement needs at least 25% MP for its damage benefit; Robe of Earth's critical benefit needs at least 50% MP. Running almost empty therefore affects more than the next cast. Fire Mark enables Blaze, and Cold Snap adds damage against slowed targets.
Choose Stigmas for the encounter
| Choice | Use and condition |
|---|---|
| Element Enhancement | Fire/water damage buff. Its rank-10 and rank-15 upgrades strengthen Robe of Flame and Grace of Enhancement respectively. |
| Cold Storm / Fire Wall | Area damage and damage over time. Place the effect where the enemy will actually be hit. |
| Delayed Explosion | Delayed damage plus increased damage taken from you during the delay. Use before the burst lands. |
| Steel Barrier / Arctic Armor | Shield or tolerance for survival. Arctic Armor’s mana-sharing effect requires sufficient MP. |
| Curse: Tree / Soul Freeze | Polymorph or Seal against susceptible enemies. Attacking cancels Tree’s polymorph. |
| Hibernation | Brief damage/status immunity with a manual exit; some powerful attacks bypass it. |
Manual opener and combat loop
- Apply fire attacks for Fire Mark, then use available Blaze. Slow with Ice Chain when its effects or Cold Snap contribute.
- Use Element Enhancement and Wish of Concentration before a safe damage window. Add Delayed Explosion and placed damage if equipped.
- Charge Hellfire when the mechanic allows it. Use Firestorm and its selected cooldown option, then cast the next Hellfire when ready.
- Use Winter’s Shackles when available and Frost Burst when its prerequisite appears. During Stagger, use Flame Scattershot; return to MP-restoring attacks between windows.
Gear and Daevanion decisions
A landed Firestorm can improve Hellfire availability; a missed one cannot. Address accuracy first when misses break the loop. Invest in attack, combat speed or cooldown improvement to increase completed casts, and keep enough MP recovery to preserve the passive thresholds.
Choose Daevanion skill levels that open Firestorm's cooldown link, Flame Arrow's fire benefit or the casting option you need. Critical-damage investment becomes useful when you have a reliable critical rate; avoid replacing a functioning mana loop solely for it. The builds guide helps compare skill bonuses and point costs.
Adjustments and troubleshooting
Hellfire stays on cooldown: select Firestorm's rank-12 cooldown effect and verify its hits. A skill level without the option does not produce the reduction.
Damage drops before MP reaches zero: check the 25% and 50% passive thresholds, then reduce repeated costs or restore MP.
Blaze does not open: apply Fire Mark first. Frost Burst does not open: it needs Frost or its immune-target proc; Slow alone is not the same condition.
Charges keep getting canceled: shorten the cast, select a mobile option or move first. For short solo pulls, use damage that lands before the enemy dies. For PvP, keep control and escape separate; do not break Tree immediately if you need its control window.
Complete skill list
Learning a Stigma skill does not add an equipped slot. Upgrades use their respective skill or Stigma points; select specializations separately after unlocking them.
Active skills (12)
| Skill | Character level required |
|---|---|
| 1 | |
| 1 | |
| 1 | |
| 3 | |
| 4 | |
| 5 | |
| 7 | |
| 8 | |
| 10 | |
| 12 | |
| 14 | |
| 16 |
Passive skills (10)
| Skill | Character level required |
|---|---|
| 1 | |
| 6 | |
| 9 | |
| 11 | |
| 13 | |
| 15 | |
| 17 | |
| 21 | |
| 23 | |
| 25 |
Stigma skills (13)
| Skill | Character level required |
|---|---|
| 22 | |
| 22 | |
| 22 | |
| 22 | |
| 22 | |
| 22 | |
| 22 | |
| 22 | |
| 22 | |
| 22 | |
| 22 | |
| 22 | |
| 22 |






