Sorcerer

"Freeze your enemies, steal their items and blow them to pieces!"

— Former Specialized Adventuring! Description

Sorcerer (or Sorceress for females) is a class.

Mysticality

 * {| class="wikitable" style="text-align: left;

! Tooltip
 * This is your magic power as a Sorcerer. You gain 2 Mana each turn. You gain an additional 2 Mana whenever you cast a Spell.
 * This is your magic power as a Sorcerer. You gain 2 Mana each turn. You gain an additional 2 Mana whenever you cast a Spell.

Mana: X/100

If the Class Talent is active: Casting Spells now grants 4 Mana instead of 2.

Category: Buff
 * }

Effect

 * You instantly gain 8 Mana when you gain this effect. Then, you gain 2 Mana during each of your Effects Phases and gain 2 Mana right before you cast any Spell. You can have a max of 100 Mana stored in this effect at once; Mana which would be gained while you already have 100 is simply never able to be used.
 * You can gain 10 Mana by using a Mana Potion.
 * If the Class Talent is active: You gain 2 extra Mana right before you cast any Spell.

Standard Use

 * Target another player.
 * If you have 6 or more Mana and the target is within range: You lose 6 Mana. Steal a random item from the target.
 * If you have 6 or more Mana and the target is not within range: Nothing occurs besides losing 6 Mana and this skill going on cooldown.
 * If you have less than 6 Mana: Nothing occurs besides this skill going on cooldown.


 * If the Class Talent is active: Range is unlimited and using the skill only costs 4 Mana.

Standard Use

 * Target any player.
 * If you have 10 or more Mana: You lose 10 Mana. All players within a 5-space radius of the target gain Rooted.
 * If the Class Talent is active: You lose 10 Mana. All players within a 10-space radius (rather than a 5-space radius) of the target gain Rooted, and each player in the radius has a random item in their inventory gain Frozen for 3 turns.
 * If you have less than 10 Mana: Nothing occurs besides this skill going on cooldown.

Related Effects

 * Frost Immunity

Event Use

 * Use against The Bear!; with sufficient Mana, move 6-7(?) spaces forward and lose 10 Mana; with insufficient Mana, go backwards the standard amount of spaces.

Standard Use

 * If no other player is on your space and you have 7 or more Mana: You lose 7 Mana. You move 4-5 spaces forward.
 * If no other player is on your space and you have less than 7 Mana: Nothing occurs.
 * If another player is on your space and you have 2 or more Mana: You lose 2 Mana. You move 4-5 spaces forward.
 * If the Class Talent is active: If the player on your space is an enemy and you successfully use this skill, you gain 6 Mana rather than lose 2.


 * If another player is on your space and you have less than 2 Mana: Nothing occurs.

Standard Use

 * Target any player.
 * If you have 40 or more Mana and the Class Talent is not active: You lose 40 Mana. Kill the target, also each enemy player within a 25-space radius of the target gains 3 turns of Fire.
 * If you have less than 40 Mana: Nothing occurs.
 * If the Class Talent is active and you have 100 Mana: You lose 100 Mana. The target and each enemy player within a 15-space radius of the target have all death blockers and passive granters of Death Immunity removed, then they are killed. All enemy players within a 100-space radius of the target (instead of a 25-space radius) gain 3 turns of Fire, and along with that, they each have 3 items instantly burned.
 * If the Class Talent is active and you have less than 100 Mana: Nothing occurs.

Related Effects

 * Fire Immunity: Passively prevents being affected by Pyroblast.

Event Use

 * Use against the Small Golem of the Archaeology Dig; you lose 40 Mana if you succeed. (You fail if you have less than 40 Mana.)
 * Use against The Bear!; with sufficient Mana, kill the Bear and lose 40 Mana, with a chance to gain 4 turns of PETA; with insufficient mana, go backwards the standard amount of spaces.
 * Melt the Ice Inside The Cave; you lose 40 Mana if you succeed. (You fail if you have less than 40 Mana.)

Strengths

 * Powerful skills that have unlimited range and, technically, no cooldown.
 * Effective at late game when power is allowed to build up.
 * Unlike the magic spells with similar effects, Sorcerer's skills are generally more potent and count as skills instead of magic.

Weaknesses

 * Can have trouble keeping if the game is a bit too short, which might sometimes cause it to have insufficient mana.

Strategies

 * It may be tempting to use the skills immediately, but many players will wait it out until someone is on the verge of victory. Games have their ebbs and flows, and the lead may change several times.  At this point in late game Pyroblast may be available for use, unless Frostbolt spam to keep the player locked in place seems more appropriate.
 * Sorcerers can steal items much more readily when their mana is built up. If you notice an item with huge swing potential for you, such as Diss Card: Shift or many parts of the English Breakfast making their way into someone else's inventory, use Telekinesis on them to try to steal it.
 * Flash can give quite a large amount of space almost instantly when used at maximum mana by clicking it 8 or 9 times in a few seconds, and there is no way for others to prevent this space from building up with time.

Dual-Class Synergies
(to be done later when other classes have their own pages)