Sorcerer skills
Grand Totals
- Sorcerer active skills: 3 409 SP and 40 000 000 gold needed to max out.
- Sorcerer passive skills: 4 269 SP and 36 000 000 gold needed to max out.
- Total: 7 678 SP and 76 000 000 gold needed to max out.
Sorcerer active skills
Imbue your weapon with fire to increase the damage dealt to your opponent.
Range: 2 meters Cool time: 2.1 seconds |
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Deals damage to up to seven adjacent opponents while your in the personal dungeon. Does not require a target.
Range: 5 meters Cool time: 7.2 seconds |
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Summons an Earth Elemental to fight by your side.
Range: 0 meters Cool time: 5 seconds |
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Summons a Fire Elemental to fight by your side.
Range: 0 meters Cool time: 5 seconds |
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Slow melee attack that calls upon the power of the wind.
Range: 2 meters Cool time: 6.3 seconds |
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Summons a Water Elemental to fight by your side.
Range: 0 meters Cool time: 5 seconds |
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Summons a Wind Elemental to fight by your side.
Range: 0 meters Cool time: 5 seconds |
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A self buff that increases your physical defense. Does not work on other players. Be aware that this skill has an occasional glitch that makes your character seem invisible.
Range: 0 meters Cool time: 30 seconds |
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Transfers your HP to target elemental. Specialists lose this skill upon choosing their subclass. Elementalists may learn Vital Conversion 2, which is an expansion of this skill.
Range: 15 meters Cool time: 5 seconds |
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Damages target and decreases their movement speed. This skill must be at level 5 before you will be allowed to pick a subclass. Elementalists may learn Ice Spike 2, which is an expansion of this skill.
Requirements:
Range: 15 meters Cool time: 7.2 seconds |
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Damages up to 8 enemies adjacent to you with a wall of fire. Can only be used in the Cube zone.
Range: 5 meters Cool time: 30 seconds |
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Provokes monsters nearby the selected target and decreases their magical defense and movement speed. Does not work on boss monsters. Requires gold to cast.
Requirements:
Range: 40 meters Cool time: 30 minutes |
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SORCERER passIVE SKILLS
Permanently increases magical attack.
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Permanently increases the attack of your Earth elemental. This increase will count towards your Earthsea Evocation if you become a Specialist.
Requirements:
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Permanently increases the attack of your Fire elemental. This increase will count towards your Firewind Evocation if you become a Specialist.
Requirements:
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Permanently increases the attack of your Water elemental. This increase will count towards your Earthsea Evocation if you become a Specialist.
Requirements:
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Permanently increases the attack of your Wind elemental. This increase will count towards your Firewind Evocation if you become a Specialist.
Requirements:
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Permanently increases magical defense.
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Permanently increases maximum health.
Requirements:
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