OVERVIEW
The Sorcerer foundation
01Sorcerer is a spell-focused class built around Mana, elemental power and Pressure.
Pressure makes attack spells stronger as it rises, but high Pressure also makes those spells more expensive. The class asks you to watch damage and Mana as one decision.
Watch Pressure and Mana together
Pressure raises attack spell damage, but 70 or more Pressure also raises their Mana cost.
FOUNDATION
Mana and elemental bonuses
Class choice grants +90 Max Mana, +24% Magic Damage, +12% Elemental Damage and +3 Mana regeneration.
TRADEOFF
Power comes with a bill
At 70 or more Pressure, attack spells cost 25% more Mana. Healing and movement spells stay exempt.
CONFIRMED FOUNDATION
What is established today
02
One of four classesSorcerer is one of the four public base classes: Warrior, Sorcerer, Ranger and Rogue.
Chosen at level 20Characters begin as Exiles and choose a class at level 20.
Starter spells matterStarter spells are part of the current class foundation.
Numbers, rotations and build recommendations will be added when they are ready to describe confidently.
COMBAT FOUNDATION
Pressure, Mana and spell power
03Sorcerer combat is a Pressure cycle. Qualifying offensive spells build the meter, higher Pressure raises spell damage, and attack spells become more expensive once the meter is high.
Pressure
Pressure is the Sorcerer's combat meter. Qualifying offensive spells build it, and higher Pressure makes attack spells hit harder while making them more expensive to cast.
Range
0 to 100
Build
+7 cast, +3 first hit
Stages
40 / 70 / 90
Fade
7s grace, then 4/s
Pressure scales spell damage up to +20% at 100. At 70 or more before an attack spell, that spell costs 25% more Mana. Healing and movement spells do not take this surcharge.
The practical rhythm
Build Pressure with qualifying attack spells, then choose between holding it for stronger attacks, releasing up to 40 through Ice Nova or meeting Arcane Lance's 70 Pressure requirement.
STARTER KIT
The current Sorcerer spells
04
These are the six current Sorcerer starter spells. Their Pressure roles matter more than a fixed rotation, so the notes below focus on what each spell changes.
PRESSURE BUILDER
Fire Bolt
A direct fire spell that builds Pressure from the cast and its first direct hit.
18 Mana
1.5s cooldown
Single enemy, range 5
34 base Fire damage. A qualifying cast grants 7 Pressure, and the first direct hit grants 3 more.
PRESSURE BUILDER
Flame Brand
Brand one enemy with a direct fire hit and a stacking burn.
22 Mana
4s cooldown
Single enemy, range 4
8 base Fire damage, then Burn for 7 every 2s for 6s, up to 3 stacks. Pressure strengthens the direct hit; later burn ticks do not build Pressure.
PRESSURE RELEASE
Ice Nova
Release built Pressure in a frost burst around the selected enemy.
24 Mana
5s cooldown
Area, radius 1, up to 5
24 base Ice damage and Chill for 4s, reducing Attack Speed by 30%. Requires 40 Pressure, spends up to 40, and adds 1% direct damage per point spent, capped at 40%.
Restore health to yourself or one allied player.
20 Mana
3s cooldown
Single ally, range 4
Heals for 45. It does not build or spend Pressure and is exempt from the high-Pressure Mana surcharge.
PRESSURE PAYOFF
Arcane Lance
A piercing arcane attack that requires high Pressure without consuming it.
30 Mana
6s cooldown
Beam, range 6, up to 3
40 base Arcane damage. Requires 70 Pressure and keeps that Pressure instead of releasing it. The cast and first direct hit can still build Pressure.
Move faster for a short repositioning window.
18 Mana
12s cooldown
Self
+100 Move Speed for 3s. It does not build or spend Pressure and is exempt from the high-Pressure Mana surcharge.
QUICK TIPS
Useful things to watch
Watch Pressure and Mana together. Pressure raises attack spell damage, but high Pressure raises the Mana cost of those attacks.
Fire Bolt and Flame Brand each build Pressure from a qualifying cast and their first direct hit.
Flame Brand's later Burn ticks do not build Pressure, so the direct hit and the damage over time effect have different jobs.
Ice Nova needs 40 Pressure. It can spend up to 40 and gains 1% direct damage for each point spent.
Arcane Lance needs 70 Pressure and keeps it, making it a high-Pressure attack rather than a release.
At 70 Pressure, attack spells cost 25% more Mana. Healing and movement spells are exempt.
Minor Heal can target yourself or an allied player. Arcane Stride gives a short movement-speed window.
If Pressure stops being refreshed, it waits 7 seconds before fading at 4 per second.
GUIDE ROADMAP
More Sorcerer chapters are coming
05Combat and ability guidance are available now. Passive Atlas, builds and dungeon chapters will follow when there is enough stable detail to make them useful.