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The Mage

The Mage weaves magical spells to cast them at his enemies, and specializes in the destruction of matter. His intelligence is his most important statistic. Mages can become Cabalists and Sorcerers.

The Sorcerer

Starting Class: Mage. Sorcerers are spellcasters who specialize in mind control of their enemies. They can even control lesser-intelligence creatures and command them to do their bidding. Mages become Sorcerers by joining the Academy.

 

  • Realm: Albion
  • Races: Saracen, Briton, Avalonian
  • Primary Stats: Intelligence
  • Career Path: Mages who join the Academy

    Sorcerers are mages who join Merlin's Academy to learn a higher, more learned form of destructive magic. They share some spell lines with the Cabalist, but the main focus of the Sorcerer is on the ability to control the mind and thoughts of intelligent and semi-intelligent creatures.

    Because they start off as Mages, Sorcerers must spend a lot of their time convincing their friends that they are not the darker and more pragmatic Cabalist, for they share many things in common with that profession. However, Sorcerers are welcomed in just about any battle situation for their ability to be able to take control of one or more of their enemies. Once controlled, an enemy may be commanded to stop, to run away, or even to attack its friends. Combined with this mind ability is the Sorcerer's firm grasp of body and matter destruction spells.

     


    Sorcerer Guide

    Origins of the Sorcerer

    The Sorcerer is a fairly common archetype among the world of fantasy literature. From the evil mind benders of the 1001 Arabian Nights, to the dark temptress Morganna LeFey, not many things are as mistrusted (or feared) as someone who can take away a persons very will and self control. Always seen as sinister, those who master the minds of others are almost always objects of revulsion and fascination at the same time.

    Sorcerers in Dark Age of Camelot

    And this is where the Sorcerer fits into the world after the fall of Arthur. Though always welcomed in a group for their immense ability to control the pace of a combat, or even abort a battle gone bad, they are still viewed with an eye of mistrust. Having to deal with the views society have of them, the Sorcerer has become quite adept at surviving on their own, and they are excellent solo hunters. Always having the option to force one of your enemies to aid you in battle means you need never truly be alone.

    But far more than merely a supporting group role, the Sorcerer is to be feared for the damage they can dish out in their own right. With a deadly arsenal of Damage Over time spells (DOT) ,and life draining spells that harm the victim while healing themselves, a Sorcerer can indeed inflict more than just a poor mindset upon their foes.

    Strengths of the Sorcerer

    The Sorcerer is quite possibly the most powerful profession available to date. This power is not in the form of damage resistance, or dishing out massive amounts of punishment? but in control and versatility.

     

    1. The Sorcerer is likely the single best solo class in the realm. The options available for solo are numerous, and the control one takes over the MOB makes for some of the safest soloing of any class (if hunting can ever be called safe).
    2. The crowd control abilities of a Sorcerer are second to none. With long lasting Mezmerization spells, ensnaring type spells, amnesia to wipe the minds of the enemy, and confusion to force an enemy into random aggressive mode rather than focusing on one target, the Sorcerer will save more lives any given day than just about any other class.
    3. The Sorcerer, if they stay focused on their mental training, can dominate pets of an equal level to themselves. This puts them a bit above any other pet in any realm.
    4. The Sorcerer has an alarming array of debuffs available to aid their groups in combat, or their pets.
    5. As a primary spell caster the Sorcerer does not need as much material upkeep, so the money situation is not as bad for them ass it might be for other ?not fun? classes.
    Weaknesses of the Sorcerer

    With all the basic strengths a Sorcerer has, it would seem that they are quite overpowered, but there are many checks and balances in place to prevent this from being the case.

     

    1. The pets a Sorcerer can dominate are limited to humanoids, and even then many humanoids are exempt from charm spells. This makes the acquisition of a good pet quite an arduous task sometimes. This is the trade off for not instantly summoning a pet like many other casters can.
    2. As a primary caster, the Sorcerer has low hit points, no armor absorption, and limited physical abilities. ---update:Amnesia works at bolt range, and has a super short cast time (shortest casting time next to a shout) for interrupting enemy casters (or archers for that matter).
    3. Resists??. The bane of all casters. A few resisted spells can spell doom for any caster, including us.
    Starting As a Mage

    All Sorcerers start off life as a Mage. It is not until the 5th level is achieved that one chooses their guild, and thus their path/profession in life. Mages are faced with the choice of becoming a cabalist or a Sorcerer. Not too difficult a choice for anyone who is reading this!

    You will be in the world alone, naked (well, not technically but you have no armor) and poorly armed with a blunt stick! You will start with 2 spells however, your armor buff and your first life drain. Pretty standard fare, buff yourself?shoot the enemy?bash on them. This is not a tutorial so I will not elaborate here, but there is one thing to be considered at this stage. Many will want to put their training points into one of the 2 spell paths that they have so as to better hunt at these low levels. Others will want to wait until they get their class specific line and put their points there instead. Either option is viable, but some consideration should be made as to the overall goal of the character before deciding on which route to take.

    At this stage you will be identical to a budding cabalist, except for a superior intellect and better taste in professions. Group, learn, explore, enjoy?.

    Spell Paths

    There are 3 basic spell paths for a Sorcerer to focus on, and 3 advanced paths that result from higher dedication to one of the basic 3. They are listed below with some basic notes on the spells within.

    Matter Twisting -- this is one of the lines shared with our Cabalist brethren as mages. It is the ability to destroy matter with acids (DOT spell) and the ability to turn the matter of a blade or staff away from oneself (self only armor factor buff).

    Telekinesis -- Our advanced line, based on Matter, is a line of Telekinetics. This give the Sorcerer a longer duration Damage over Time spell, and a Dexterity reducing debuff.

    Body Twisting -- This line of spells focuses on destroying the body of the victim and enhancing our own form. Spells in this path are the dreaded life Drain spells that take health from the opponent and give it to the Sorcerer, and a strength lowering spell to make our enemies weaker. There is also a movement debilitating spell, that slows our targets movement until they take damage.

    Body/Mind -- This is our advanced body spec path and it takes the idea of destroying the body and mind of the target one step further. This line consists of a more efficient direct damage spell, and a spell that reduces the targets Dex and Quickness. At the higher levels of this specialization we also receive area effect movement slowing spells.

    Mind Twisting -- The hallmark of the Sorcerer, the mind spec path is the unique set of abilities that make this profession differ from all others. In this path the Sorcerer get spells that Mezmerize their opponents, spells that confuse the opponent making them randomly attack targets rather than focusing on one individual, and amnesia spells that make a target forget all damage done and who did it. As a Sorcerer this is your bread and butter! Add to this the ability to inspire others to faster movement rates.

    Domination -- This line is all about control. The domination spells fall within this line, that subjugate the targets will and make him a mental thrall to do your every bidding. Also in this line is a debuff to lower both the Strength and Constitution of the opponent, and an area effect Mezmerisation.

    Weapons (Staves) & Armor (Cloth)

    As a primary spell casting class we are limited to cloth armors only. These armors have an armor factor to prevent you from being hit, but no real absorption to lessen damage if you are hit. This basic characteristic holds true throughout the levels of cloth with rare exceptions. So don?t get hit! But do NOT neglect armor at your lower or middle levels. Unlike many other MMORPGs, and even many table top RPGs, a caster in Camelot stays quite viable in melee. Even well into your teens and twenties you will still be bale to connect with occasional hits and add to the damage your group is doing. You never forget how to swing a stick, but you WILL be hit by the big nasties. Health seems to be a bit closer to a gradual increase so even at the highest levels you should be able to survive one or two good hits from the monster, so do not neglect your armor.

    Equipment

    Sorcerers are remarkably self sufficient. Other than some basic cloth to protect you, and a decent staff for an emergency, you will need next to nothing to survive and thrive. There are magic items to enhance ones stats and these are nice to have, but even with NO bonus items whatsoever a Sorcerer will hold their own at any given level.

     


    Why a Sorceror?

    First and foremost is Control. Control is power. The Control of a sorcerer comes in many unique varieties. With all the tools at your disposal you can regulate the pace and order of group combats. You can buy time for a hasty retreat, or stop a fleeing foe from escaping your wrath. You can even control the foes themselves, and cause them to even turn on their own comrades.

    The more subtle control (and perhaps more important) is the control of aggression. Once a target has locked onto an opponent, there is only one way to reduce this, and that is amnesia. A warrior type can add to their effective aggression with certain maneuvers, but once it build up only an amnesia can clear the slate. This is an amazing lifesaving tool. But be warned, be caution casting amnesia after applying a damage-over-time spell to your target. The first attack they take will usually then be the DOT, and they come for you!

    Amnesia also puts the focus back on your pet when hunting solo. If used judiciously yu can blast away until the MOB turns away from your pet, wipe his feeble little mind, then let the pet build up enough aggression so you can start dishing out more damage again.

    You even have control over the rate you and your group travel to some extent. Combine this with a root/snare spell, and a Mezmerise which effectively stops time for your opponent, and you are indeed the master of control.

    Where to hunt?

    Well, I could go into detail about which hill, in which land, has what creature, and from what direction you should approach, but that is tedious. Hunting as a Sorceror, and hunting in general, can be summed up by a few basic rules to try to adhere to.

    As a sorcerer multiple spawns are your bread and butter. There is a bonus for creatures that are in tight groups. This does not pose a problem for you. Here is the scenario.

     

  • ind a group of 3 (or more) Mobs that will ALL come is pulled (ie, linked MOBS).
  • Start by hitting all 3 with an AE Mezmerise.
  • Now send your pet at the highest opponent first.

    The highest bonus will come from the highest opponent in the group. And the bonus is highest when there are more living group members, so as you kill the group off, each MOB will be worth a bit less of a bonus.

    If your pet takes too much damage on the first 2, release him and charm the 3rd in the group to re-arm yourself.

    This leads to a general rule for Sorcerors?. ALWAYS TRY TO FIND HUMANOIDS TO HUNT!

    There is nothing like hunting where you have a steady supply of replacement slaves.

    Also humanoids (undead included, even though you can?t charm them) tend to drop more coin, and armor and weapons. As a caster if every kill you make drops nothing but high value coin you are golden. You will NOT have the strength to haul around lots of loot, so hunt smart and you will travel light.

    Make sure you consider the terrain before you hunt. Some areas are best to send in a pet and help him with spells, others are better hunted with some room to run a bit. It IS worth traveling an extra 30 minutes to find a decent spot to hunt.

    Another Sorceror rule?. PETS ARE EXPENDABLE!

    If in doubt, dump them and run. They can buy you so much time it is not even funny. Zap the group with an AE Root, Follow with an AE Amnesia, and maybe finish with an AE Mez. Now your pet will fight each in turn till he dies. This is a great way to leave a swarm of greens and still get a bit of XP to boot as you flee.

    Yet another Sorceror rule?..

    LIFE DRAINS ARE NOT HEALING!

    Sure, you get some life out of it, and it is a great way to harvest greenies while staying healthy, but it is NOT a sure fire life saver. Mesmerize is the life saver. The added bonus of life draining makes the spell cost more than a typical direct damage spell. IF you need that health, then it is certainly efficient, if you are unharmed, it is merely an expensive DD. Now resistance may make a difference, as none of the basic elemental resistances will apply to a life drain, but how much of a benefit this may be remains to be seen.

    Sorceror Spells

     

    Player Level Body Destruction (Body base spells) Effect
    1 Minor Vitality Drain Inst. 5 DD (30% drained to caster)
    2 Lesser Vitality Drain Inst. 8 DD (30% drained to caster)
    3 Vitality Drain Inst. 12 DD (30% drained to caster)
    5 Greater Vitality Drain Inst. 18 DD (30% drained to caster)
    7 Major Vitality Drain Inst. 25 DD (30% drained to caster)
    10 Minor Essence Consumption Inst. 32 DD (30% drained to caster)
    14 Lesser Essence Consumption Inst. 45 DD (30% drained to caster)
    18 Essence Consumption Inst. 59 DD (40% drained to caster)
    23 Greater Essence Consumption Inst. 73 DD (40% drained to caster)
    28 Major Essence Consumption Inst. 90 DD (50% drained to caster)
    35 Increased Essence Consumption Inst. 110 DD (50% drained to caster)
    45 Superior Essence Consumption Inst. 141 DD (60% drained to caster)
    4 Fatigue Body 1 min. Enemy-s Strength debuffed 21
    8 Debilitate Body 1 min. Enemy-s Strength debuffed 27
    12 Weaken Body 1 min. Enemy-s Strength debuffed 35
    17 Deteriorate Body 1 min. Enemy-s Strength debuffed 44
    22 Enfeeble Body 1 min. Enemy-s Strength debuffed 55
    29 Degenerate Body 1 min. Enemy-s Strength debuffed 71
    37 Cripple Body 1 min. Enemy-s Strength debuffed 91
    46 Dilapidate Body 1 min. Enemy-s Strength debuffed 115
    3 Minor Crippling 9 sec. Enemy Rooted: 1% movement
    6 Lesser Crippling 13 sec. Enemy Rooted: 1% movement
    13 Cripple 23 sec. Enemy Rooted: 1% movement
    19 Major Crippling 31 sec. Enemy Rooted: 1% movement
    26 Greater Crippling 41 sec. Enemy Rooted: 1% movement
    31 Leg Twist 48 sec. Enemy Rooted: 1% movement
    40 Greater Leg Twist 1 min. Enemy Rooted: 1% movement
    49 Superior Leg Twisting 1.2 min. Enemy Rooted: 1% movement
    Spec Level Disorientation (Body specialist spells) Effect:
    1 Lesser Mind Jolt 5 DD
    4 Mind Jolt 21 DD
    8 Lesser Mind Blast 41 DD
    12 Mind Blast 57 DD
    16 Lesser Mind Scream 77 DD
    22 Mind Scream 103 DD
    28 Lesser Mind Shriek 133 DD
    35 Mind Shriek 164 DD
    45 Mind Flay 210 DD
    3 Minor Imbalance 2 min. Dexterity and Quickness of Enemies in area debuffed 26
    7 Lesser Imbalance 2 min. Dexterity and Quickness of Enemies in area debuffed 34
    15 Imbalance 2 min. Dexterity and Quickness of Enemies in area debuffed 54
    21 Greater Imbalance 2 min. Dexterity and Quickness of Enemies in area debuffed 70
    29 Major Imbalance 2 min. Dexterity and Quickness of Enemies in area debuffed 94
    37 Critical Imbalance 2 min. Dexterity and Quickness of Enemies in area debuffed 121
    47 Superior Imbalance 2 min. Dexterity and Quickness of Enemies in area debuffed 158
    20 Lesser Body Lock 36 sec. Enemy Rooted: 1% movement
    30 Body Lock 49 sec. Enemies in area Rooted: 1% movement
    39 Greater Body Lock 1 min. Enemies in area Rooted: 1% movement
    49 Superior Body 1.2 min. Enemies in area Rooted: 1% movement
    Player Level Matter (Matter base spells) Effect
    1 Ward 15 min. Caster-s Armor Factor buffed 27
    4 Fend Blow 15 min. Caster-s Armor Factor buffed 35
    6 Dampen Blow 15 min. Caster-s Armor Factor buffed 40
    9 Deflect Blow 15 min. Caster-s Armor Factor buffed 47
    14 Ward Offense 15 min. Caster-s Armor Factor buffed 60
    20 Fend Offense 15 min. Caster-s Armor Factor buffed 75
    28 Dampen Offense 15 min. Caster-s Armor Factor buffed 95
    38 Deflect Offense 15 min. Caster-s Armor Factor buffed 120
    48 Nullify Offense 15 min. Caster-s Armor Factor buffed 145
    2 Corrosive Mist 20 sec. DOT: 4 every 5 sec.
    3 Corrosive 20 sec. DOT: 6 every 5 sec.
    5 Corrosive Cloud 20 sec. DOT: 9 every 5 sec.
    7 Corrosive Smoke 20 sec. DOT: 13 every 5 sec.
    10 Dissolving Mist 20 sec. DOT: 17 every 5 sec.
    13 Dissolving Fog 20 sec. DOT: 23 every 5 sec.
    16 Dissolving Cloud 20 sec. DOT: 29 every 5 sec.
    21 Dissolving Smoke 20 sec. DOT: 37 every 5 sec.
    27 Disintegrating Fog 20 sec. DOT: 49 every 5 sec.
    35 Disintegrating Cloud 20 sec. DOT: 63 every 5 sec.
    44 Disintegrating Smoke 20 sec. DOT: 79 every 5 sec.
    Spec Level Telekinesis (Matter Specialist spells) Effect
    1 Lesser Abrasive Force 24 sec. DOT: 2 every 4 sec.
    3 Abrasive Force 24 sec. DOT: 6 every 4 sec.
    5 Lesser Grinding Force 24 sec. DOT: 9 every 4 sec.
    7 Grinding Force 4 sec. DOT: 13 every 4 sec.
    10 Lesser Pounding Force 24 sec. DOT: 17 every 4 sec.
    13 Pounding Force 4 sec. DOT: 23 every 4 sec.
    16 Lesser Crushing Force 24 sec. DOT: 29 every 4 sec.
    21 Crushing Force 24 sec. DOT: 37 every 4 sec.
    27 Lesser Pulverizing Force 24 sec. DOT: 49 every 4 sec.
    35 Pulverizing Force 24 sec. DOT: 63 every 4 sec.
    44 Lesser Disintegrating Force 24 sec. DOT: 79 every 4 sec.
    50 Disintegrating Force 24 sec. DOT: 89 every 4 sec.
    4 Minor Mesh of Force min. Enemy-s Dexterity debuffed 21
    8 Mesh of Force 1 min. Enemy-s Dexterity debuffed 27
    9 Net of Force 1 min. Enemy-s Dexterity debuffed 29
    14 Major Mesh of Force 1 min. Enemy-s Dexterity debuffed 38
    19 Major Net of Force 1 min. Enemy-s Dexterity debuffed 48
    25 Minor Net of Force 1 min. Enemy-s Dexterity debuffed 61
    36 Minor Web of Force min. Enemy-s Dexterity debuffed 88
    46 Major Web of Force 1 min. Enemy-s Dexterity debuffed 115
    Player Level Mind Twisting (Mind Base spells) Effect
    2 Confuse Mind 14 sec. Enemy attacks randomly 70% of the time
    7 Befuddle Mind 24 sec. Enemy attacks randomly 85% of the time
    13 Obscure Mind 36 sec. Enemy always attacks randomly
    20 Mystify Mind 50 sec. Enemy always attacks randomly; attacks allies 15% of the time
    27 Muddle Mind 1.1 min. Enemy always attacks randomly; attacks allies 30% of the time
    34 Perplex Mind 1.3 min. Enemy always attacks randomly; attacks allies 45% of the time
    41 Darken Mind 1.5 min. Enemy always attacks randomly; attacks allies 60% of the time
    48 Paradox Mind 1.7 min. Enemy always attacks randomly; attacks allies 75% of the time
    1 Minor Mesmerization 16 sec. Enemy mesmerized
    5 Lesser Mesmerization 21 sec. Enemy mesmerized
    9 Mesmerization 26 sec. Enemy mesmerized
    15 Major Mesmerization 34 sec. Enemy mesmerized
    23 Greater Mesmerization 44 sec. Enemy mesmerized
    31 Fascination 55 sec. Enemy mesmerized
    40 Greater Fascination 1.1 min. Enemy mesmerized
    50 Superior Fascination 1.3 min. Enemy mesmerized
    8 Inflict Minor Forgetfulness Amnesia (Enemy forgets who it hates)
    17 Inflict Forgetfulness Amnesia (Enemies in area forget who they hate)
    28 Inflict Minor Amnesia Amnesia (Enemies in area forget who they hate)
    37 Inflict Amnesia Amnesia (Enemies in area forget who they hate)
    49 Inflict Oblivion Amnesia (Enemies in area forget who they hate)
    6 Amplify Movement roup-s Speed buffed 24%
    16 Amplify Running roup-s Speed buffed 32%
    26 Amplify Coordination roup-s Speed buffed 39%
    36 Amplify Equilibrium roup-s Speed buffed 47%
    46 Amplify Balance roup-s Speed buffed 54%
    Spec Level Domination (Mind Specalizatist spells) Effect
    1 Persuade Will Charm Human-like MOBs up to level 10
    7 Coerce Will Charm Human-like MOBs up to level 15
    12 Compel Will Charm Human-like MOBs up to level 26
    20 Control Will Charm Human-like MOBs up to level 40
    32 Wrest Will Charm Human-like MOBs up to level 50
    2 Banish Will 2 min. Strength and Constitution of Enemies in area debuffed 24
    6 Banish Motivation 2 min. Strength and Constitution of Enemies in area debuffed 32
    11 Banish Conviction 2 min. Strength and Constitution of Enemies in area debuffed 44
    18 Banish Dedication 2 min. Strength and Constitution of Enemies in area debuffed 62
    25 Banish Faith 2 min. Strength and Constitution of Enemies in area debuffed 82
    33 Banish Confidence 2 min. Strength and Constitution of Enemies in area debuffed 107
    43 Banish Hope 2 min. Strength and Constitution of Enemies in area debuffed 142
    4 Fog of Senility 20 sec. Enemies in area mesmerized
    14 Blanket of Senility 33 sec. Enemies in area mesmerized
    24 Cloud of Senility 46 sec. Enemies in area mesmerized
    34 Veil of Senility 59 sec. Enemies in area mesmerized
    44 Shroud of Senility 1.2 min. Enemies in area mesmerized
     

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    Last modified: 02/16/07
     

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