Sorcerer
The Sorcerer is the elemental artillery — fire, cold and lightning, cast from range, with the thinnest health pool in Sanctuary. Everything it does is about killing the room before the room reaches you, and about the barriers and teleports that buy the seconds when it does.
Resource: Mana
Mana regenerates on its own and is spent on Core Skills. Mana management is the class's central problem — most build failures are resource failures, not damage failures.
Class mechanic: Enchantments
The Sorcerer can slot a skill into an Enchantment slot. The skill can no longer be cast — instead it becomes a permanent passive effect. Slotting Firewall makes fire pools spawn on kills; slotting Teleport turns Evade into a blink. Two slots unlock as you level, and choosing them well is what separates a working build from a stalled one.
Skill families
- Fire — Firewall, Meteor, Incinerate, Fireball; damage over time and heavy hits.
- Cold — Blizzard, Frozen Orb, Ice Shards; crowd control through chill and freeze.
- Lightning — Chain Lightning, Ball Lightning, Charged Bolts; fast and crit-hungry.
- Conjuration — Hydra, Ice Blades and Lightning Spear fighting on their own.
- Defensive & Mastery — Teleport, Flame Shield, Ice Armor, Deep Freeze, Inferno.
Common archetypes
- Ball Lightning — dense, close-orbit lightning damage.
- Blizzard / Frozen Orb — freeze the screen, then break it.
- Firewall — place, ignite, walk away.
- Hydra / Conjuration — semi-passive summoned damage.
- Meteor and Chain Lightning — leveling staples that scale into the endgame.
The fastest clear speeds in the game, paid for with the least room for mistakes.