A Review of Spells

I wouldn’t be able to give you a proper number.
I would say 3-6 times in my case, because I run long distances which make Groot leave the area of combat, then I enter the aimed area again. Sometimes I can use the horse to run further in a short amount of time, as to give me time to summon the second spell without being hit by Groot. If you are more organized than me, or if you use the landscape to your advantage (I’ve only fought on “equal” ground), you might not have to summon that many spells. Plus I use arrows too, so I deal a bit of additional damage (even if it’s not much, being too busy to run lol).
Also, when I am a sorcerer, I tend to run more than when I am not one. The PV are not the same, so it depends on what damage you feel you can take between two spells. If you can take a few hits without dying, you won’t have to leave the area.

I am also curious now. If I have time on Sunday, I will have a look at how to summon a Groot on solo server, spam the storm and count until death follows, without running. I’m not sure if Groot’s gonna flee or attack air if I go invisible or something? Never tried it before :joy:

It definitely takes some getting used to and more often than not you hit the fly button too much and go too high. I don’t have that equipment you reference so with my finales stamina it’s saved my bacon a few times.

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I’d say one of the best perks of sorcery is the armor. I feel like it’s some of the best in the game. And on a PVP or PVE-C server there is something to be said for dying and. It losing all your gear. Three heavy padding and a blood flask and your back in business.

I hate losing gear and when you PvP or PvP-c that’s definitely a concern which is a nice perk imho.

Wall of fire is by far the most useless but visually one of the coolest looking spells. I feel like its original purpose was to allow the sorcerer breathing room in a fight so they could cast the heavier spells or escape.

I wish they would just close the gaps, put a damage effect for anyone trying to climb it, and make it last only slightly longer than it takes to cast a tier 3 spell.

The ice bridge is very useful and can be significantly longer if it has an end location in its trajectory. One of the more useful spells in my opinion.

Why is Word of Power: Summon Corpses not counted? Or is it because you have to use placable?

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This is a review of spells specifically, not sorcery in general.

I like to use the wings of Nergal quite a bit. One of the situations would be if I’m harvesting and become encumbered. I can use the bat to fly back to my base at full speed.

While i run around seppermeru there are some rooftops that i use the ice bridge to cross rather than climb down and back up the other side. Also a few places in the unnamed city.

Slow fall has been very good to me so far. I’m also happy they removed the falling scream while using it.( I should have faith in my own dark power)

I love necromancy but i do wish the zombies summoned from call of the dead were stronger or would have more durability.

My biggest problem with mirror mark is that monsters and animals don’t care about it the way men do. Also if they could give the illusion a bit more deflection to survive a little longer i would be happy.

Like some other sorcerers have said I use the storm to strike at world bosses like the red mother or the groot.

All in all, I love sorcery. It’s the reason I came back to exiles. I’m also always in favour of adding new spells to the game. Exploring the outer dark will always yield new results over time at the cost of life, limb and sanity.

May Set be with you :snake:

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Their original plans for sorcery spells looked mostly fun, but the ones we ended up not so much.

Invisibility is OP if you ask me, shocked it’s not talked about more here. Not going to give away all of its secrets, but I use it a lot. I play PvE and find it very useful.

I’m playing a sorcery build now and here is what I use far more than anything else for spells.

Slow fall I use this with negal many times to get over walls.
Detect resources. Because it’s just easier than running around trying to remember where the nodes are.
Mass cull because sometimes, I’m just too lazy.
Nergal. I can make it from the top of the siege castle to the aquaduct in one swoop (pun intended)

I haven’t used invisible yet but I have a sneaky suspicion than the siege castle is going to be 500x easier when I start.

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I generally run a 50% corrupted build with 19/20 in corrupted authority for that extra Nergal fly time which I love, I find it helps with scouting the map so much, particularly when you’re trying to find players hidden in ratholes sunken within cliffs that you generally wouldn’t see from the ground up.

Summon Corpse: Currently with the glitch you can perform to summon your corpse basically for free is great! Even when they ultimately patch it out it’s still a very useful spell, they definitely need to keep this one.

Mass cull: Also a great spell that I use ALL the time, it allows me to mass farm stone/wood/crystal/ironstone in no time at all.

Transportory Spell: So good! Having a means to get from here to there in conjunction with the maprooms travel options is so good!

Elixir of Rebirth: Another great option to have, being able to give your thralls another chance at better stats, can’t complain with this one.

Conceal Corruption: It does what it does and I love it, I like to play with sorcery but I don’t want to play with a shriveled up husk of an avatar.

Invisibility: Also a great spell that I often use to tail enemy players where if I’m lucky will take me directly to whatever hidey hole they are working out of or at least let me tail them through whatever doors they open at their base so I can have a good look around.

Ice bridge: It’s allowed me to easily access and check out enemy bases that are surrounded by crenelations or spiked walls or just get over annoying gaps when I don’t have the stamina to climb.

Slow fall: It has had its uses here and there but I don’t use it THAT often, I wouldn’t get rid of it though.


Other than that, I’ve never really had any great reason to use any other spells, but in saying that though:

The Darkness spell: I could see it being useful if being raided and you want to add some difficulty to their raid or if you’re being tailed by other players but I’ve honesty never used it.

Lightning Storm: I wish the lightning storm spell would get buffed, I know it was way too powerful when sorcery was first introduced and could open access to bases way too easily, but now I feel like for what it costs it’s just way to weak.

Firewall: I can’t really see myself using this effectively in any situation other than MAYBE closing a small/tight gap when you’re being chased by an enemy, but at the same time because there are gaps in the walls when you summon it, it’s not worth the risk to stop and summon it, better to just keep running.

Summon Dead: I’ve never used this one, since the zombies will also attack your own guarding thralls and my own guarding thralls will attack them too, it may potentially offer an advantage to any invading enemy if my thralls are too busy attacking zombies.

Wisps: I’ve used this every now and then when I’ve forgotten to bring a torch, it’s kinda handy in a pinch but ultimately not that great, I could see it being useful if you’re being raided in the dark and you want to maintain a light on an enemy player for your clan to keep tabs on but first you’ll need to accurately land the spell.

The armor/mount/weapon spells: Never used them, can’t comment on their usefulness.

Reveal corruption: Never saw any use in this one.

Mirror Mask: I can kinda see some use out of this maybe, creating a distraction so you can get in and do what you need to do without being attacked, but as far as I can tell the replicants don’t last that long…

Raise Dead: I’ve never used this one, I know when you raise dead the thralls you bring back are insta lvl 20’s which is kinda cool but with the current glitch where you can insta lvl regular thralls anyway, it seems a bit redundant.


I feel like a bunch of these spells could be replaced with something more substantial/useful, some examples that comes to mind is resistance to heat/cold effects, perhaps a temporary resistance to gas, nightvision, maybe slowfall could also give the double-jump perk, maybe temporary increased HP/Stamina, maybe instead of detect resources you can detect player built structures instead?

Taking it from the perspective of our clan, I sometimes used detect after introducing golems to find them and when I want to take screenshots from above I use air transport.
Otherwise, as a humble servant of Mithra, evil Stygian magic is taboo for me.
Our necro was excited at the beginning , but soon he got over it when he gradually found out that almost everything is useless , he stopped even necromancy and at most he throws a storm now and then , that’s all.
He’s more or less hoping for the return of the old wrights and skeletons and regrets that we only have one of the original
The rest of the clan are warriors and more or less like me only appreciate Illusion on armor and teleports , oh and one who dies a lot is really happy for summoning a body.

Personal comments of a full-time sorcerer that goes around fully corrupted all the time:

  • reveal corruption: It does what the devs intended (find sorcerers) but it doesnt do what it says (find corruption) which I find annoying. It finds specifically sorcerers and nothing else, not obelisks, not corrupting caves or corrupting weapons in chests. I think it would be cool if it at least revealed corruption in other players. Its a first tier free spell so it cant be too strong, but I wish it would be at least flavorful.

  • detect resources: I disagree it being overpowered since it doesnt actually increase your harvesting speed in any way.

  • imbue wisp: I agree that the self-targeted wisp rotates too close to the body, so it continuously moves between the 3rd person camera and the character, basically blinding you. Ok it doesnt truly blind you but its distracting and annoying. If it werent, I might run around with the wisp on all the time. I would love if the devs increased the radius the wisp rotates at.

  • Call of the dead: I 100% agree that this is the most useless spell in existence. Im not sure if buffing the zombies hp would be enough to make it usable, but as it is its total waste of a pouch. It also needs to have its duration buffed CONSIDERABLY. Like, five times as long would be a start. Currently the zombies are so slow they cant even reach their target before the spell expires, let alone do anything since they have the hp of a soap bubble.

  • Ice bridge does what it needs to do and is good. Sometimes theres a weird issue of the character jerking to the side while walking on the bridge, which is super annoying and movement-sickness inducing. I use this and the feather fall spell on occasion while exploring/scouting. The flying demon is not available everywhere.

  • wall of fire: This is a spell I have never cast after first trying it out. Im not sure if this is more or less useless than call of the dead, because call of the dead at least looks cool. But you could technically use the wall to climb onto something, I dunno. All in all, the wall should at least do little bit of damage. Its useless in any kind of combat situation because of the long cast time. So you cant really even block doors with it. But I agree with OT that this spell is 100% useless along with call of the dead. Call of the dead at least LOOKS cool so Id rather have it buffed to have SOME use, but wall of fire I would prefer replaced with a different spell altogether.

  • Lightning storm: It demonstrably does some damage occasionally. If you need something to pester people -30 levels to you for some reason. I would love if either the damage was increased a little, of the lightning strikes homed in on targets inside the radius. Currently the RNG nature of it makes it largely useless.

TL:DR:

  1. Wall of fire - replace this entirely
  2. Call of the dead - Buff this considerably
  3. Lightning storm - Buff this slightly
  4. Imbue wisp - increase the radius the wisp rotates at so it goes behind the 3rd person camera instead of in front of it

The rest can somewhat stay as is. Although I would love if you fixed the jerky movement running across the ice bridge.

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If I thought sorcery was bad already…
Very disappointing.
I would only consider playing like that on Single Player mode with the game’s modifiers completely tweaked, @Smoketreader .

Ok so let’s get to wish list of what the spells should be.

Wall of fire. Literally a wall of fire. Creates a flaming wall one foundation thick 2 foundations high and 7 foundations wide with lava effects on either side for one foundation. Does not damage buildings.
Done and useful for PvE or pvp.

Lightning storm: keep it the same but have it so all enemies take 100 damage in a 9 cubic foundation area and anyone taking damage is knocked down. Once again, useful but not too powerful.

Call the dead. Increase HP of zombies to 2k. Add poison damage to every hit (as festering) and every NPC/thrall killed adds 30 secs to the effect and the dead npc/thrall turns into the undead. All stats change over to that or the effect zombie with armor and weapons useless but still retained so after the effect, the gear can be collected.

Meteor strike. New spell for chapter 4. Building damage spell and the zone attacked gets hit with the equivalent of 5 bombs. Cool graphics as meteor hits targets. Caveat, must be within line of site of the sky so you can’t do a horizontal tunnel.

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I appears that Lightning Storm does around 300 damage to PCs and NPCs (I want to say this is adjusted by damage reduction from armor) but scales down to a minimum of 1pt after 2 foundations away. It also does 2500 damage to buildings. Ground hits do the same but go out to 3 foundations. In all cases full damage is done within a foundation of hitting (so two characters touching each other when one is hit will take full damage).

It appears that 40% of the time a building is selected, 40% time a PC or NPC is selected, and 20% of the time a random point on the ground its selected. If it cannot find a valid target (such as selecting buildings with no buildings in range) it will target the ground.

It used to do 100,000 damage on a ground hit when it was bugged. The damage itself wasn’t bugged, but it would not reliably target buildings and just ground strike randomly, even if a building was there. Destroying everything in its path and everything in a decent sized area. Which matches the video evidence I saw.

It also used to be indiscriminate, but now it is incapable of targeting or inflicting any damage by the person who casted it, nor their clan or their buildings. There is actually stuff in the blueprint that prevents it from inflicting any splash damage to friendlies. Obviously it also doesn’t target or damage things outside of PVP that you wouldn’t expect it to. So if you’re on PVE, you can use it in a group of people and it will only target NPCs. So no wasted bolts.

Its actually a really effective spell. The hardest part is obviously casting it where it will do the most damage. You do need to be relatively close to the place you want the bolts to come down in. And it does need to be a clear area. Any sort of obstruction will block the bolts from hitting. Trees, rocks, overhangs, buildings, etc.

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The summoned armor is one of if not the best armor in the game. Since your already corrupted you really need to check it out.

The bow has unlimited arrows.

The maul does 85 damage and has great armor pen. Worth trying out.

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