Air Mastery
Gain 15% Air Magic Knockback Power Bonus and 50% Air Magical Damage Bonus.
Discover the best Dark and Darker Sorcerer builds. Browse the 11 perks, 2 skills and 14 spells available to the Sorcerer, then theorycraft your own loadout with the build calculator.
The Sorcerer is an arcane spellcaster who wins fights through preparation and combination rather than raw front-line pressure. You set up your spells and chain them together to unleash heavy burst damage in a short window, then reposition before the enemy can answer. The payoff is among the highest in the game, but it comes wrapped in a fragile body that punishes mistakes harshly.
Your greatest strength is burst potential. When your setup lands, few classes can survive the combined output, and you can threaten targets from range while controlling space. You also bring flexibility, adapting your spell choices to the situation. The tradeoffs are steep. You are physically fragile and rely heavily on positioning, so getting closed down or caught out of position is often fatal. Your power is also conditional, requiring time and line of sight to commit your combination, which makes you weaker in chaotic, close-quarters scrambles where you cannot set up cleanly.
Play around tempo and spacing. Use cover, angles, and distance to stay safe while you prepare, then pick the moment to commit your full sequence for maximum burst. Treat each engagement as a setup followed by a payoff rather than a steady exchange. Avoid open brawls where melee classes can reach you instantly, and do not waste your strongest spells on poor positioning or partial hits. Keep an escape route in mind, manage your resources so you are never caught empty mid-fight, and disengage to reset whenever a window closes instead of forcing a trade you cannot win.
Most Sorcerer builds choose how aggressively to lean into the fragile glass-cannon identity versus shoring up survivability. - Burst caster: maximise damage output and spell power to delete targets the instant your combination connects, accepting very low durability. - Balanced caster: trade some peak burst for extra survivability and sustain so you can fight longer and recover from a bad opening. - Skirmisher: prioritise mobility and disengage tools to kite, reset, and pick fights on your terms against faster opponents. These are starting points, not rigid templates, so mix elements to fit your group and playstyle. To tune exact stats, gear, and tradeoffs for your chosen direction, use the build calculator.
Prioritise perks and skills that amplify your core gameplan: anything boosting spell damage, casting efficiency, or your ability to land and chain spells reliably. Options that improve survivability or give you an escape are equally valuable, since staying alive long enough to set up is half the battle. Sustain and resource management choices help you stay relevant across longer fights. Weigh each pick against your build direction rather than chasing one best answer. For current options and exact details, which shift between patches, check the full up-to-date perk and skill list below and compare notes with the community.
Sorcerer · 115pingsorcenjoyer
Knowledge · Resourcefulness · Agility
Health 120 · Move Speed 301 · Additional Magical Damage 5 · Cooldown Reduction Bonus 23% · Magic Power Bonus 18% · Physical Damage Reduction 22% · Magical Damage Reduction 34%
Sorcerer · roknruin_ttv
Agility · Resourcefulness · Knowledge
Health 118 · Move Speed 316 · Additional Magical Damage 5 · Magic Power Bonus 40% · Cooldown Reduction Bonus 55% · Spell Casting Speed 41% · Action Speed 10% · Buff Duration Bonus 22% · Physical Damage Reduction 21% · Magical Damage Reduction 35%
Sorcerer · kevo👑
Vigor · Will · Resourcefulness
Health 154 · Move Speed 305 · Additional Magical Damage 4 · Magic Power Bonus 46% · Cooldown Reduction Bonus 65% · Spell Casting Speed 36% · Action Speed 9% · Memory Capacity 29 · Luck 60 · Physical Damage Reduction 26% · Magical Damage Reduction 43%
Sorcerer · JaBJaBs
Knowledge · Resourcefulness · Will
Health 142 · Move Speed 299 · Additional Magical Damage 5 · Spell Casting Speed 69% · Magic Power Bonus 35% · Cooldown Reduction Bonus 41% · Magic Penetration 22% · Physical Damage Reduction 28% · Magical Damage Reduction 30%
Sorcerer · Hollow2B
Will · Knowledge · Strength
Health 125 · Move Speed 288 · Magic Power Bonus 39% · Spell Casting Speed 41% · Memory Capacity 34 · Physical Damage Reduction 31% · Magical Damage Reduction 29%
Gain 15% Air Magic Knockback Power Bonus and 50% Air Magical Damage Bonus.
While casting spells, reduce movement speed by 99%, but gain 50% Magical Damage Bonus and 50% Spell Casting Speed, 25% Action Speed.
For every 1% of health lost, gain a 0.5% cooldown reduction bonus and 0.25% magical damage bonus.
Grants 5 Additional Memory Capacity. when using magic with bare hands, gain 5 Magical Power and 10% Spell Casting Speed.
Gain 25% Lightning Magical Damage Bonus. Once every 2 seconds while dealing lightning magical damage, inflict electric shock for 1 seconds, transferring 5 Lightning Magical Damage to the closest target within 2m of the primary target.
Each successful spell cast within 4 seconds increases your Magical Damage Bonus by 5% and Magic Penetration by 5%. This effect stacks up to 3 times, and all stacks are removed if the timing window expires.
Reduce all spell cooldowns by 25%, but lose 15% Spell Casting Speed.
When casting a merge spell, gain 5 Magical Power. After casting, gain a 5% Move Speed Bonus for 2 seconds.
Increases the range of all spells by 125% and the area of effect by 125%, but increases the cooldown time by 25%.
Gain 30% Move Speed Bonus while casting two spells simultaneously.
Reduces cast time of all spells by 50%, but increases cooldown time for all spells by 200% .
Gain the ability to use sorcery in the dungeon.
Gain the ability to use sorcery in the dungeon.
Cause a ground explosion, dealing 20 Earth Magical Damage and lifting all targets within the area into the air.
Fire 3 homing arrows in a radial pattern, each dealing 10 Fire Magical Damage and inflicting burn over 3 seconds.
Burn: The target takes 3 Fire Magical Damage.
Launch a fire orb forward, dealing 5 Fire Magical Damage per second to nearby targets. The orb lasts for 6 seconds and deals 45 Fire Magical Damage to targets it touches. Upon contact, it explodes, dealing 10 Fire Magical Damage to nearby targets and inflicting burn over 3 seconds.
Burn: The target takes 5 Fire Magical Damage.
Create a fire pillar lasting 3 seconds, dealing 30 Fire Magical Damage on creation and 10 Fire Magical Damage per second to enemies inside while inflicting burn over 3 seconds.
Burn: The target takes 3 Fire Magical Damage.
Envelop your weapon in ice for 12 seconds. While active, you deal 3 Ice Magical Damage and inflict frostbite for 1 seconds on hit.
Frostbite: The target loses 5% Move Speed Bonus and 20% Action Speed.
Fire an ice spear that deals 30 Ice Magical Damage, piercing and damaging all targets in its path, inflicting Frostbite for 2 seconds.
Frostbite: The target loses 20% Move Speed Bonus and 20% Action Speed.
Lift the target into the air and gently lower them back down.
Fire a lightning beam for 5 seconds, electrifying the target and dealing 7 Lightning Magical Damage per second.
Electrified: The target loses 20% Move Speed Bonus.
Surround yourself with an electromagnetic field for 5 seconds, shocking all nearby targets for 5 Lightning Magical Damage per second.
Electrified: The target loses 20% Move Speed Bonus.
Surround yourself with stone for 12 seconds, gaining 10% Physical Damage Reduction and 10% Physical Damage Bonus, but losing 5 Additional Move Speed.
Summon an Earth Elemental for 18 seconds. The Earth Elemental increases the caster's Armor Rating by 50 and hurls rocks at nearby enemies, dealing 40 Physical Damage.
Create a vortex centered on the caster. Targets touching the vortex take 15 Air Magical Damage and are pushed back.
Launch a condensed water orb, dealing 15 Ice Magical Damage to targets it touches and inflicting wet for 2 seconds. The orb stops upon hitting an object or reaching its maximum range and lasts for 12 seconds. Up to 3 water orbs can exist simultaneously.
Wet: The target loses 20% Move Speed Bonus and jump height is reduced by 30%.
Deal 10 Air Magical Damage to the target and push them back.