Why Should You Play Sorceress? 1
Playstyle/Advanced Techniques (with videos) 30
Strategies for Tricky Enemies 32
LoC/ToM/Story play (with videos) 37
Auto Spells in ToM and difficulty increases 37
Grabs, Knockdown, Knockback, and Stun 48
Legendary Strike Trophy With Sorceress 51
Useful Resources and References 52
[Recommended for expert players]
A witch who controls magical forces at her whim. She has high magic defense and good support magic
Bewitching women with knowledge of dark magic. They are weak of body, but the great knowledge they wield of the arcane arts cannot be ignored. Sorceresses can create delicious food, control skeletons, and turn foes into harmless frogs. A jack-of-all-trades support class, they can provide aid to their friends in countless ways.
Aside from being so gorgeous and lovable, there are a lot of reasons to play Sorceress!
Sorceress is a very flexible character who can be played in many different ways. Do you want to play fully offensive, raising the dead to fight alongside you, casting destructive blizzards and dropping huge boulders onto enemies to smush them? Or maybe you’d like to play fully supportive to help your allies in multiplayer, creating food for them to eat, protecting them with damage reduction bubbles, and offering amazing and varied crowd control? Or maybe something in between? With this guide I hope to help Sorceress players and fans, and to also get others interested in playing her.
Please know that although Sorceress is listed as a support character, she is not forced into supporting and can be played fully offensively if you wish. If you have felt like she might be weak because of her support label, don’t worry. She’s very strong and can hold her own in multiplayer and solo play. She has amazing utility and crowd control, which give her an easier time playing solo - and also makes her a valuable party member that your allies will surely be happy to see! Every single class-specific skill and spell that Sorceress has is useful in their own way. She also makes use of three different types of magic with her staves that add even more variety and utility to her gameplay. Between that, and the extra equipment effects you will get in LoC and ToM, it gives her an especially diverse amount of ways to play. I think that everybody could have fun with Sorceress!
Below I will list Sorceress’ different strengths and weaknesses to help you understand her better.
Strengths:
Weaknesses:
Stat | Rank | Points at Level 99 | Points at Level 255 |
STR | E | 54 | 65 |
CON | D | 142 | 186 |
INT | A | 225 | 283 |
MGR | S | 255 | 314 |
DEX | B | 157 | 210 |
LUC | A | 191 | 246 |
STR/Strength - Increases physical attack damage.
Note: Sorceress has the lowest STR in the game. Increases damage of dash attack and slide attack. Sorceress’ weakest stat, but she does not make much use of STR at all.
CON/Constitution - Decreases physical damage taken.
Note: Sorceress has the lowest CON in the game. Keep in mind that she is squishy against physical damage when fighting enemies who attack physically.
INT/Intelligence - Increases magical attack damage.
Note: Sorceress has the 2nd highest INT in the game. This increases Spellbook damage, Circle attack damage, and Magic Shot + Missiles damage on Square. Although her INT rating is lower than Wizard’s and she’s listed as more of a support character, her damage is still great and it shouldn’t deter you from playing her as a full damage dealer.
MGR/Magic Resistance - Decreases magical damage taken.
Note: Sorceress has the highest MGR and her resilience to Magical damage makes up for her squishiness to Physical damage. Auto-Spells from bosses in ToM and Red Aura enemies count as Magical damage which makes this a useful stat to have as Sorceress’ most powerful.
DEX/Dexterity - Increases damage dealt with weapons.
Note: Sorceress has average DEX. Gives you a higher chance of hitting with the higher end of your weapon’s damage. There are some affixes that benefit from Sorceress having a high base DEX. Doesn’t affect spellbook damage.
LUC/Luck - Increases likelihood of critical hits.
Note: Having the second highest LUC rating in the game, Sorceress will land critical hits very often. It makes Cavalry gear very attractive on her. There are some affixes that benefit from Sorceress having high LUC.
Weapon Damage: Each staff you collect as Sorceress has a range of damage on it, up to 255. You might feel like you need to have a staff with as high of a damage range on it as possible, but it’s actually not that noticeable compared to the damage boosting affixes, so a staff with lower weapon damage on it can be better than one with high weapon damage if you have better affixes on it.
Weapon and Equipment Durability: Weapon durability will go down the more you use your weapon (Circle attacks and Magic Shot + Missiles), and equipment durability will go down as you take more and more hits.
Sorceress Attack Data
Direct link to spreadsheet if you prefer to view attack data that way.
Knockback - When the enemy starts flinching.
Knockdown - When the enemy gets knocked down or away.
Stun - When the enemy gets dazed.
The way these work, is that you build up each value with attacks until it exceeds what the enemy is capable of withstanding, and then they will get knocked back, down or stunned depending on which attack you used. What causes Sorceress’ dash attack to send enemies flying is based on knockdown.
Note: These stats were originally found on the 4Gamer Sorceress page. These may not be 100% accurate, but they should help you tell the difference between Sorceress’ different attacks and their different values. Values are per hit of the attack.
Movement
Walk
Hold → in any direction.
Dash
→ + hold down ◻ or Tap → twice and hold
Turn
Press → in opposite direction.
Jump
Press X. Press X twice to double jump.
Witch Flight
Double jump and press X - Requires Levitation skill.
Evasion
Press R1 in the air.
Amount of evasions increases with Evasion skill point.
This is the type of Evasion you use in the air, or on the ground after you run out of MP. If an enemy hits you while you are evading, you will gain invincibility frames and negate the damage.
Physical Attacks
Dash Attack
Button Input | Attributes | Attack Values (Per Hit) | Special Effects |
→ + Hold down ◻ and release ◻ Tap → twice and press ◻ | Physical | Power: 30 Knockback: 100 Knockdown: 300 Stun: 20 Max # of Hits: 1 | Knockdown effect sends enemies flying. Also sends objects, such as barrels flying. Reflects projectiles |
A hip attack that can send enemies flying with its huge knockdown rate. This is a nice utility attack to use for keeping enemies away from you and giving you a little more breathing room. Unfortunately, it falls off once you reach Ultimate mode as enemies are a lot more resistant at that point. It’s also great for sending oil barrels flying to prevent fires from being started. You can also force Wights to block by dash attacking them.
Sliding
Button Input | Attributes | Attack Values (Per Hit) | Special Effects |
Press ↓ + ◻ | Physical | Power: 20* Knockback: 50 Knockdown: 50 Stun: 5 Max # of Hits: 3 | Instant kill on Scorpion, Pit Viper (Red), Myconid (Small) |
Sliding will instantly kill certain small enemies, like Scorpions. It is a good way as well to get through the defenses of blocking enemies. Slide into them, and you can knock them down so you can attack them again.
*Base slide power. Increased up to 5 times with the Slide Attack skill.
Neutral Magic
Magic Shot
Button Input | Attributes | MP Cost (Base) | MP Cost (Seal) | Attack Values (Per Hit) | Special Effects |
Press ◻ Press ↑ + ◻ Press ◻ in the air | Magical | 0 | 0 | Power: 50 Knockback: 100 Knockdown: 25 Stun: 25 Max # of Hits: 1 | Repeatable Recovers 10 MP on hit (Base) Reflects Projectiles |
You can use Magic Shot to recover MP from enemies. It is much easier to recover MP from large enemies or bosses, and it can help you get back to using your magic a bit quicker than charging your MP.
Magic Missiles
Button Input | Attributes | MP Cost (Base) | MP Cost (Seal) | Attack Values (Per Hit) | Special Effects |
Hold ◻ in the air | Magical | 30 | 23 | Power: 30 Knockback: 100 Knockdown: 30 Stun: 5 Max # of Hits: 3 | Homes in on nearby enemies Fires 3 shots (Base) Reflects projectiles |
Since Magic Missiles home in on enemies, it can be a nice way to finish off enemies that you have trouble hitting.
Charge MP
Hold ◻
Teleport
Button Input | Attributes | MP Cost (Base) | MP Cost (Seal) | Special Effects |
Press R1 on the ground. Hold R1 to teleport longer. | Magical | 3 (Quick Press) 22 (Full duration - 0 skill points in evasion) 42 (Full duration - 1 skill point in evasion) 62 (Full duration - 2 skill points in evasion) 82 (Full duration - 3 skill points in evasion) | Unaffected by Seal | Uses MP Can move while teleporting Teleport time increases with Evasion skill points (Starts at 1 second, increases by 0.5 seconds per skill point, up to 2.5 seconds) |
You can use Teleport in two ways. You can do a quick Teleport by tapping R1, or a longer Teleport by holding it down. Quick Teleporting is nice for quickly getting out of the way. Longer Teleporting can be nice to completely avoid certain dangerous attacks, as you will be completely intangible while you are Teleporting.
Ice Magic
Strong against: Demon, Dragonlisk, Hellhound, Lizardman (blue), Lizardman (green), Black Demon, Gazer, Red Dragon, Wyvern
Weak against: Evil Wizard, Ghost, Slime, Assassin, Wraith
Ice Bolt
Button Input | Attributes | MP Cost (Base) | MP Cost (Seal) | Attack Values (Per Hit) | Special Effects |
Press ⭘ Press ⭘ in the air Press ↑ +⭘ in the air | Magical/Ice | 10 | 8 | Power: 30 Knockback: 100 Knockdown: 25 Stun: 10 Max # of Hits: 1 | 10% Freeze chance Repeatable Reflects projectiles |
Nice to use for some quick damage + freezes!
Ice Pillar
Button Input | Attributes | MP Cost (Base) | MP Cost (Seal) | Attack Values (Per Hit) | Special Effects |
Hold ⭘ | Magical/Ice | 40 | 30 | Power: 55 Knockback: 100 Knockdown: 25 Stun: 20 Max # of Hits: 4 | 30% Freeze chance Reflects projectiles |
Good freeze rate with a longer range than down + circle makes this attack a good initiation tool. You can use neutral circle, freeze an enemy, and then run up to them and use up + circle attacks to take them out or deal a lot of damage while they are frozen.
Ice Storm
Button Input | Attributes | MP Cost (Base) | MP Cost (Seal) | Attack Values (Per Hit) | Special Effects |
Press ↑ +⭘ | Magical/Ice | 70 | 53 | Power: 20 Knockback: 25 Knockdown: 10 Stun: 0 Max # of Hits: 14 | 5% Freeze chance Reflects projectiles |
This attack has a lot going for it. It can be used defensively to block and deflect enemy projectiles while also damaging any that walk into it, and with the up circle canceling advanced technique, you can cast a bunch of them in quick succession to rack up a ton of damage, especially with it being a multi-hit attack.
Ice Circle
Button Input | Attributes | MP Cost (Base) | MP Cost (Seal) | Attack Values (Per Hit) | Special Effects |
Press ↓ + ⭘ | Magical/Ice | 60 | 45 | Power: 35 Knockback: 100 Knockdown: 30 Stun: 20 Max # of Hits: 8 | 30% Freeze chance Reflects projectiles |
High freeze chance makes it great to use in the middle of an enemy pack, or to use in between another attack like up + circle, to keep enemies frozen while you deal damage with another attack.
Ice Cloud
Button Input | Attributes | MP Cost (Base) | MP Cost (Seal) | Attack Values (Per Hit) | Special Effects |
Hold ⭘ in the air Hold ↑ +⭘ in the air | Magical/Ice | 50 | 38 | Power: 30 Knockback: 10 Knockdown: 0 Stun: 0 Max # of Hits: 8 (Vertical) 16 (Horizontal) | 15% Freeze chance Breaks into 6 smaller pieces upon impact Reflects projectiles |
When this attack hits an enemy, or hits the ground, it will break into 6 small pieces that will also damage anything they hit. This makes it deal very high damage on bosses that will take multiple hits from it when hit directly with the horizontal version. The version that goes towards the ground is great for attacking large groups of enemies with good damage and a nice freeze rate.
Fire Magic
Strong against: Brood Corpse, Ghost, Giant Spider, Myconid, Myconid Spawner, Owlbear, Slime, Undead, Ghoul, Wasp, Wasp Nest, Wood Golem, Worm, Pupa, Doom Beetle, Gazer, Killer Rabbit
Weak against: Demon, Demon Portal, Diana, Dragonlisk, Evil Wizard, Hellhound, Living Mud, Assassin, Gargoyle Gate, Red Dragon
Fire Bolt
Button Input | Attributes | MP Cost (Base) | MP Cost (Seal) | Attack Values (Per Hit) | Special Effects |
Press ⭘ Press ⭘ in the air Press ↑ +⭘ in the air | Magical/Fire | 20 | 15 | Power: 40 Knockback: 100 Knockdown: 25 Stun: 10 Max # of Hits: 1 | 33% Burn Chance Repeatable Reflects projectiles |
This is one of the only fire attacks you can use in the water, which makes it great for taking out enemies weak to fire while you’re in the water. With points in Levitation, of course the aerial version will be stronger, so try to use it in the air while in a watery area as well. In general, it can also be good to use for some quick damage + burns on enemies.
Fire Element
Button Input | Attributes | MP Cost (Base) | MP Cost (Seal) | Attack Values (Per Hit) | Special Effects |
Hold ⭘ | Magical/Fire | 50 | 38 | Power: 50 Knockback: 100 Knockdown: 100 Stun: 30 Max # of Hits: 4 | 100% Burn chance Reflects projectiles |
The huge knockback and knockdown chance on this attack makes it nice for crowd control! If you use it with neutral circle canceling, you can juggle around certain packs of enemies!
Fire Wall
Button Input | Attributes | MP Cost (Base) | MP Cost (Seal) | Attack Values (Per Hit) | Special Effects |
Press ↑ +⭘ | Magical/Fire | 70 | 53 | Power: 35 Knockback: 100 Knockdown: 10 Stun: 5 Max # of Hits: 8 | 100% Burn Chance Reflects projectiles |
This attack persists after you cast it. It will deal some nice damage, especially if you cast it multiple times. Up circle canceling with it is pretty powerful!
Fire Circle
Button Input | Attributes | MP Cost (Base) | MP Cost (Seal) | Attack Values (Per Hit) | Special Effects |
Press ↓ + ⭘ | Magical/Fire | 80 | 60 | Power: 40 Knockback: 50 Knockdown: 25 Stun: 30 Max # of Hits: 8 | 100% Burn chance Reflects projectiles |
This is a really good move to use when you are landing on top of enemies. It has good attack values and hits, so it can give you a nice extra bit of damage for landing.
Fireball
Button Input | Attributes | MP Cost (Base) | MP Cost (Seal) | Attack Values (Per Hit) | Special Effects |
Hold ⭘ in the air Hold ↑ + ⭘ in the air | Magical/Fire | 60 | 45 | Power: 100 Knockback: 100 Knockdown: 100 Stun: 20 Max # of Hits: 2 (Vertical) 1 (Horizontal) | 100% Burn chance Reflects projectiles |
When it comes to fighting big groups of enemies, Fireball is possibly the best. Sorceress can fly around with Witch Flight unleashing a bunch of these and killing the groups off quickly. The horizontal version is nice for killing Wasps.
Lightning Magic
Strong against: Fighter, Killer Fish, Pirate, Vampire Bat, Gladiator, Gazer, Harpy, Kraken, Minotaur, Vampire
Weak against: Demon Portal, Diana, Evil Wizard, Ghost, Living Mud, Slime, Assassin, Black Demon
Spark
Button Input | Attributes | MP Cost (Base) | MP Cost (Seal) | Attack Values (Per Hit) | Special Effects |
Press ⭘ Press ⭘ in the air Press ↑ +⭘ in the air | Magical/Lightning | 30 | 23 | Power: 50 Knockback: 100 Knockdown: 5 Stun: 33 Max # of Hits: 1 | Repeatable Reflects projectiles |
Nice to use for some quick damage and stuns to enemies!
Lightning Bolt
Button Input | Attributes | MP Cost (Base) | MP Cost (Seal) | Attack Values (Per Hit) | Special Effects |
Hold ⭘ Hold ↑ +⭘ in the air | Magical/Lightning | 90 | 68 | Power: 45* Knockback: 5 Knockdown: 5 Stun: 5 Max # of Hits: 5 (Long Range) 7 (Close Range) | Reflects projectiles |
A very long ranged attack. It should prove useful when you are facing a pack of enemies that you may not want to approach.
*Base power. Aerial version will do more damage with points in the Sorceress skill “Levitation”.
Thunder
Button Input | Attributes | MP Cost (Base) | MP Cost (Seal) | Attack Values (Per Hit) | Special Effects |
Press ↑ +⭘ | Magical/Lightning | 70 | 53 | Power: 55 Knockback: 100 Knockdown: 100 Stun: 50 Max # of Hits: 5 | Reflects projectiles |
This attack has some very high crowd control values! It is only a single strike instead of a persistent attack, but it deals 5 hits per strike.
Paralysis
Button Input | Attributes | MP Cost (Base) | MP Cost (Seal) | Attack Values (Per Hit) | Special Effects |
Press ↓ + ⭘ | Magical/Lightning | 60 | 45 | Power: 30 Knockback: 100 Knockdown: 3 Stun: 100 Max # of Hits: 3 | Unique effect where enemy is “paralyzed” in place momentarily |
A nice utility move that Paralyzes enemies, making them unable to move for a moment. This can be great for safely killing Scorpions, Red Pit Vipers and Small Myconids with Slide Attack or giving you some breathing room from other enemies.
Thunderstorm
Button Input | Attributes | MP Cost (Base) | MP Cost (Seal) | Attack Values (Per Hit) | Special Effects |
Hold ⭘ in the air | Magical/Lightning | 120 | 90 | Power: 25 Knockback: 100 Knockdown: 100 Stun: 50 Max # of Hits: 18 | Reflects projectiles |
Very powerful attack that hits a large area around Sorceress. High stun chance. Thunderstorm can hit enemies above and below Sorceress as well. You can fast fall with this attack to use it quickly repeatedly. Keep in mind that this attack is Sorceress’ highest MP cost attack, so make sure to manage your MP while using it.
Enemy Elemental Weaknesses and Resistances Visual Chart
Supplemental Skills
Mental Absorb
Gain MP with every enemy you defeat.
| Note: Destroyed projectiles count as defeated enemies Empowered by: Sprightly staff affix. Increases MP recovered to +65 per enemy defeated at max rank. |
Extract
If your magic shot hits an enemy, you will recover MP. Press ◻ for a magic shot.
| Note: Base Extract is 10. At Rank 7, MP recovered is 10+20=30 everytime magic shot makes contact with an enemy or object. It is per shot and NOT per enemy per shot. Can be done 5 times in quick succession before Sorceress is subject to recovery frames. Empowered by: Phantom staff affix. Increases MP recovered to +50 per magic shot at max rank. |
Concentrate
Increase MP charge speed by holding ◻.
|
Spirit Up
Increase Maximum MP.
|
Ice Prison
Spell: Ice Prison - Cast to encase your enemies in ice.
|
Ice Prison is a great tool for keeping enemies away as well as protecting yourself from enemy projectiles, as it blocks them. In high level ToM it can also destroy the “CSW” rune from bosses quickly when you trap them in it. Empowered by: Ice Crusted staff affix. Increases the duration to 30s with 112.5 Power. Note: Weak enemies will be unable to pass through the ice walls, but powerful enemies can walk through it. For the first half of the duration of Ice Prison, there is a chilled effect in the middle of the walls. This will damage and slow enemies inside of it. After half of the duration is over, the chilled effect will fade, causing no damage or slow effect in the middle. Note: You can’t cast Ice Prison when another Sorceress is casting it. Press ⭘ to cancel your Ice Prison when another one is in effect. |
Protection
Spell: Protection - Cast to magically shield all your allies.
|
Protection is a very powerful defensive spell for party and solo play. It prevents knockback and knockdown, and the damage reduction and duration make it almost essential for Sorceress players. Empowered by: Divine staff affix. Increases the duration to 60s with 75% damage reduction. Note: If there’s a Sorceress in your party who has a Divine staff, be careful of overriding their more powerful Protection with a weaker one. Try not to cast it at the same time as another Sorceress as well to save your spells. |
Gravity
Spell: Gravity - Cast to create a gravity field that pulls in enemies.
|
Gravity is a great tool to keep enemies stuck in place, and make it easy to line up heavy attacks on them at once. It’s a great spell to combo with Curse, as it makes it easy to line up and with enemies in the Frogged state, they will be unable to use any abilities that could allow them to escape. *Base Gravity power. Increases up to 25 with skill points. Note: You can’t cast Gravity when another Sorceress is casting it. Press ⭘ to cancel your Gravity if another one is in effect. |
Attack Skills
Thunderhead
Spell: Thunderhead - Cast to summon a small cloud that will attack foes with lightning.
|
Thunderhead is a solid offensive spell to help you deal more damage over time to bosses, or large enemy packs. It is very long lasting and with the stun and knockback chance per hit, it can also be a decent source of crowd control. *Base Thunderhead power. Increased up to 160 with skill points. |
Rock Press
Spell: Rock Crusher - Cast to create a boulder to crush foes and stun nearby enemies.
| Rock Press
Rock Press: Shockwave
Rock Press is a straightforward spell. It does heavy damage to any enemies hit directly, as well as stunning all weak enemies on screen when the boulder hits the ground. It can be a good source of crowd control with the screen-wide stun, and landing it on large packs of enemies is very satisfying! *Base Rock Press power. Increased up to 875 with skill points. |
Blizzard
Spell: Blizzard - Cast to call forth a blizzard which will freeze enemies.
|
Blizzard is powerful offensively and defensively, dealing heavy AoE damage to all enemies on screen with a 30% chance to freeze per hit. It is a great spell to use when under the pressure of fighting many tough enemies at once. Very useful for keeping extra spawned enemies under control for most bosses. *Base Blizzard power. Increases up to 50 with skill points. Note: You can’t cast Blizzard if another Sorceress is casting Blizzard or Wizard is casting Storm. Press ⭘ to cancel your Blizzard if another one or a Storm is in effect. |
Special Skills
Animate Skeleton
Create skeletal allies. (Press ◻ near bones.)
|
Although your Skeletons will die quicker the higher the difficulty rises, they are still useful to have by your side to divert the attention of your enemies from you, especially while playing solo. Bone piles appear often, and Create Food creates bones starting at rank 2. Empowered by: Summoner staff affix. Increases Skeleton damage by 100%. |
Levitation
Enable witch flight. (Double jump and press X.)
| Empowered by: Flying staff affix. Increases damage effect of Levitation by 30%. |
Create Food
Spell: Create Food - Cast to create nutritious food.
|
Create Food is a nice spell to have for supporting allies or playing solo, as it will keep everyone healthy and give them various supplies depending on the characters in the group, listed below. The constant healing and Skeleton generation are good to have. Once you are a more experienced Sorceress, it might become less useful, as you can sustain yourself with Wealth to Health and Favored Amulet. |
Curse
Spell: Curse - Cast to curse your enemies to live as frogs.
|
Curse is a bit tricky on its own. You have to aim it properly to hit as many enemies as you can, or at least to morph powerful enemies into frogs and take them out of the fight. Frogged enemies will try hopping away which can make it difficult to kill them quickly, especially with their reduced hitboxes. Curse is a great spell to combo with Gravity because of this. When enemies are in the middle of Gravity, you can easily line up a Curse to hit them all at once, and because powerful enemies will be unable to break out any quicker, you can make quick work of all enemies caught inside. Empowered by: Serpent-Eyed staff affix. Increases damage dealt to “Frogged” enemies by 300%. Note: Enemies that Curse will not work on: Summoned Frog King, Object enemies such as Diana, Living Mud. |
Petrification
Spell: Petrification - Cast to turn your enemies to stone.
|
Petrification is a good form of crowd control, turning all enemies who are looking at the direction of your Sorceress to stone, making them completely immobile and unable to attack. While soloing, it should not be hard to stun most enemies around as they will usually be focused on Sorceress, unless you have Skeletons summoned. Empowered by: Abyssal staff affix. Increases duration to 30s. Massive staff affix. Gives you a 10% chance to one hit K.O “Petrified” enemies. Note: Enemies that Petrification will not work on: Object enemies such as Diana, Living Mud . Note: You can’t cast Petrification at the same time as another Sorceress. Press ⭘ to cancel your Petrification if another is being cast. |
Slide Attack
Increased chance of taking enemy down when sliding (↓+◻).
| Good skill to level up for better mobility. Needed for slide jumping. Note: Max slide distance increases with rank. |
Wealth to Health
Picking up coins recovers HP.
| Very good for self sustaining. Coin healing can be further increased with white affixes on amulets up to +5 HP. |
Money is Power
Picking up coins adds to your score.
| Good for leveling. |
Vitality Boost
Increase your max HP.
| Sorceress is pretty squishy, so more HP can be valuable at higher difficulties - especially if you play solo without Protection. Max HP can be increased further with white affixes from staves, glasses, earrings, amulets and bracelets by up to +30 HP each. |
Nutritionist
Increases the healing effectiveness of food.
| Sorceress can Create Food, good synergy! |
Maintenance
Grants a chance that using a temporary weapon won’t decrease the number of uses.
| Good for a Summoner/Weapons build! |
Adroit Hands
Reduces the cooldown time in between using items.
| Very good for Sorceress, whether you’re using a bunch of spells or need to swap between staves often. Note: Reduces global cooldown timer for item use, limited spell/skill use, and weapon swap |
Evasion
Increases the number of times you can evade (R1) in a row.
| Great for survivability, great for mobility in combat. Recommended to max this out when you reach high level gameplay. Skill points in evasion also increase teleport duration by about ½ of a second each level. Base teleport time is 1 second, and goes up to a 2 ½ second teleport. |
Deep Pockets
Increases the number of item slots in Bags.
| Sorceress can be built and played in countless different ways, but you will likely have to put some points into this to fit everything in. |
This build takes Protection, Blizzard, Thunderhead and Ice Prison as spells with 2 staves. These 4 spells are what I think are Sorceress’ most competitive spells for climbing. You can mix and match whichever spells you need for certain boss fights.. 2 Points into Animate Skeleton as they can be useful on non-boss enemies to deal more damage and take hits for you. 3 Points in Slide Attack for better mobility, higher chance of breaking through blocking enemies’ guards. 5 Points in Wealth to Health for sustaining. Vitality boost gives a nice extra tankiness. I think this build can be improved upon, so experiment for yourself and see what feels good!
Since I don’t take spells in this build, a lot of points go towards utility in other ways. Full points in mana management, maxed out Skeletons help out greatly in non-boss situations to give you some breathing room. Vitality Boost is maxed out, giving me more tankiness without Protection. More points in Nutritionist helps get to higher HP levels, and can really heal a ton if you manage to eat during a boss fight. One point in Deep Pockets for a triple staff build.
Summoner Build
(Coming Soon)
Although she is listed as a supportive character, Sorceress is also very powerful offensively. Sorceress is very helpful to a party, and is a powerful solo character as well. Sorceress has some offensive spells, but most of her spells are utility based. All of Sorceress' spells are useful, which gives her a very diverse and varied amount of ways to play. She can be played as a full support who protects allies with protective bubbles, creates food for the party to eat and heal with, and traps enemies in multiple types of crowd control. Or you can play her fully offensively - raising the dead to fight alongside her, casting devastating blizzards, thunder clouds and giant boulders to destroy enemies. Or anything in-between! Sorceress is extremely versatile and can be played however you want.
Sorceress makes use of three different staff types: Ice, Fire, and Lightning.
Ice staves have a chance to freeze enemies with each ⭘ attack.
Fire staves have a chance to burn enemies with each ⭘ attack. Most fire magic cannot be used in the water. Exceptions are attacks that don’t hit the water, such as aerial attacks and tapping ⭘ while on the ground.
Lightning staves have a high chance of stunning enemies with each ⭘ attack. The Lightning staff is very different from the Ice and Fire staves.
1 Staff/2 Staff/3 Staff Playstyles
As Sorceress, there are 3 ways that you can choose to play when it comes to staff selection.
1 Staff: With 1 staff, you commit to only one damage type in exchange for extra spells. While having more spells is nice, only having one damage type can make things more difficult when you encounter resistant enemies and sub bosses.
2 Staves: With 2 staves, you sacrifice 1 spell slot for more utility in a different staff type. If you use this playstyle, it might be a good idea to have your secondary staff be a Fire type, when it isn’t your main staff. The burn damage will help out greatly for killing tricky enemies and sub bosses.
3 Staves: With 3 staves, you won’t have many spells at your disposal, but can instead make use of all three staff types, their different properties and will be able to deal with any weaknesses/resistances easily.
Mana Management
Managing your mana in combat is an important part of playing Sorceress. Here are some different ways to help with it.
Skills:
Mental Absorb - Putting points into this can give you a lot of mana back when there are multiple enemies around, or when there are enemies who shoot projectiles that can be destroyed, such as destroying fire bolts from the Warlock. Keep in mind that there is no base Mental Absorb, so you should put at least one point into it for the benefits.
Extract - More useful for large bosses where you can hit them with magic shot multiple times in the air for a big mana return. Extract has a base rate of 10 mana per magic shot without any points into it.
Concentrate - It’s essential to put points into this. You’ll always run out of mana at some point, so being able to fill your mana back up quickly is important, especially in the heat of battle.
Spirit Up - More base mana is essential.
Equipment:
There are multiple affixes to help out with your mana:
White Affixes
MP charge speed +??% - on staves
MP used & DMG -??% - on staves
Max MP +?? - on staves/glasses
+??% of DMG taken converted to MP - on glasses
At low HP, consumed MP -??% - on glasses
Colored Affixes
Yellow - ??% chance that 0 MP will be consumed while casting - on glasses
Yellow - When recovering HP, also recover ??% as MP - on glasses
Yellow - Effect of Mental Absorb +??% - on Staves
Green - Recover ?? MP per second - on Staves
Green - Teleport MP cost -??% - on glasses
Purple - Effect of Extract +??% - on Staves
Empowered Seal of the Conqueror
When you have a fully empowered Seal of the Conqueror from progressing through Labyrinth of Chaos with it equipped, the unique perk it grants Sorceress is that you use 25% less MP. This is very useful, so make sure you take the time to empower your seal.
During combat:
Spell Management
(WIP)
Buffing
On staves you can get from Ultimate mode, there is a white affix that reads “dmg up +5% on repeated attacks”. The idea of buffing is to shoot off a bunch of weak circle attacks to get the damage multiplier stacked up. It is a good idea to do this before bosses to increase your damage. Goes up to 50%.
I made a video guide of these Advanced Techniques if you want to check it out!
Mobility Techniques
Hold →→ > ◻ > X
Hold → + ◻ > release ◻ and quickly press X
Bunny Hopping covers a bit more distance than Slide Jumping, slightly better for mobility.
Hold ↘ > ◻ > X
Slide jumping is great for mobility as well as repositioning in the middle of a fight. It gives you more aerial mobility while saving your Witch Flight. You must have some points in the Slide Attack skill to use it.
After Bunny Hopping or Slide Jumping, press X just as you hit the ground.
If you jump with good timing while landing, you can maintain your momentum and keep bouncing off of the ground.
Dash Canceling Techniques
Dash Canceling
Press → and ◻ at the same time. Release both inputs and repeat.
Sorceress has a dash with almost no lag at the end of it. You can see this for yourself by tapping dash repeatedly, it’s very easy to cancel it into another one - thus you are able to make use of her dash canceling to quickly use another circle spell. Up + Circle cancels are the fastest, Neutral + Circle is in the middle, and Down + Circle is the slowest.
Demonstration of Sorceress’ lagless dash compared to other characters
Demonstration of Sorceress’ multiple circle cancels
Up Circle Canceling (Ice Storm/Fire Wall/Thunder)
Hold ↗ + Tap ◻ and ⭘ together repeatedly
Amazing technique to learn for Sorceress that will allow you to create many Ice Storms and Fire Walls in a very short amount of time, a huge damage increase. Thunder canceling is decent, but as it is only a single bolt per attack where the ice version creates a multi-hitting cyclone and the fire version leaves a longer lasting fire pillar, it doesn’t hit as much in comparison. The difficulty of learning this technique comes from where the buttons are located. Read below for tips on how to do it.
Tip: Pressing ◻ and ⭘ at the same time might feel awkward at first. You can try to press both buttons with your index and middle finger, or if you are playing on PS4 or Vita, you can remap your buttons to something more comfortable by going to Settings > Accessibility > Button Assignments. It’s very easy to turn on and off for when you are playing Dragon’s Crown.
Neutral Circle Canceling (Ice Pillar/Fire Element/Lightning Bolt)
Tap → and ◻ and ⭘ together. Release and repeat.
This technique is nice for all three staff types. Ice neutral has a very high freeze rate, so you can engage enemies with this technique, quickly freezing them to follow up with up circle cancels. Fire neutral has a very high knockback and stun chance, so on certain enemy packs you can engage with this and juggle them until they die or get stunned. Lightning neutral deals high damage, and can be better than using the aerial version which is slower. Because you will be moving forward using this technique, it can be a bit risky. Make sure to back off when you’re getting too close.
Down Circle Canceling (Ice Circle/Fire Circle/Paralysis)
Press ↓ + ⭘ > Press → + ◻ > release > Press ↓ + ⭘ > repeat
I’m still looking for a use for this technique. The down circle cancels are the slowest of the bunch, but it should have its uses. Stay tuned!
Fast Falling Techniques
Fast Falling
Press X > Press ↓ and X
Fast falling is descending instantly while in the air, rather than the normal speed, and is useful for multiple other techniques.
Fast Falling Aerial Attacks (Ice Cloud/Fireball/Thunderstorm)
Press X > Hold ⭘ > Press ↓ > Press X
Very simple technique that lets you spam Sorceress’ neutral aerial attacks and dish out huge amounts of damage in a shorter time.
Tip: You can hold ↓ to make it easier, but you will start moving downwards.
Fast Falling Down Circle Attacks (Ice Circle/Fire Circle/Paralysis)
Press X > Hold ↓ in midair > Press ⭘ after fast falling
A nice way to use down circle attacks while mobile!
Fast Falling Down Circle Attacks + Bunny Hopping
Hold → + ◻ > release ◻ and quickly press X >
Hold ↓ in midair > Press ⭘ after fast falling
However, bunny hopping with down circle fast falling is even better for mobility. You can jump onto enemies, quickly escape and repeat.
Repeated Aerial Attack Techniques
Repeated Aerial Attacks (Vertical) (Ice Cloud/Fireball/Thunderstorm)
X (Jump) >⭘ > R1 (Air Evade 1) > ⭘ > X (Double Jump) > ⭘ > R1 (Air Evade 2) > ⭘ > X (Witch Flight) > ⭘ > R1 (Air Evade 3) > O
Normally, you can only use one vertical aerial attack before hitting the ground. Each action that gives you extra air time, such as double jumping, Witch Flight, and air evasion, will let you use an extra attack. When you make use of these extra attacks, you can stay in the air for a long time while safely firing off attacks.
Repeated Aerial Attacks (Horizontal) (Ice Cloud/Fireball)
In the air, hold ↑ and repeatedly press ⭘
You can repeatedly shoot out horizontal ice and fire aerial attacks with this technique, which is especially great for giant enemies or airborne enemies.
Repeated Aerial Attacks (Horizontal) (Lightning Bolt)
X (Jump) > Hold ↑ and ⭘ > R1 (Air Evasion 1) > Hold ↑ and ⭘ > X (Double Jump) > Hold ↑ and ⭘ > R1 (Air Evasion 2) > Hold ↑ and ⭘ > X (Witch Flight) > Hold ↖ and ⭘ (Turn-around attack) > R1 (Air Evasion 3) > Hold ↑ and ⭘
This is a tricky technique to learn, but horizontal aerial Lightning does huge damage to all enemies it hits in a line. You can get about 7 or 8 of these out before hitting the ground when done properly. Using down and ⭘ with Lightning to Paralyze enemies helps keep some pressure off of you. Make sure to reposition Sorceress properly in the air so you don’t shoot Lightning in the wrong direction.
Wight - Wights can be tricky for Sorceress because of how aggressive and quick they are. Especially difficult when you are out of mana and need to recharge. For Ice and Fire, flying around and using aerial attacks works well. For Lightning, you should use up + circle aerial attacks. You can try to force them to block when you need to recharge mana by dash attacking them.
An easy way to take care of a group of these is with a trick: When the Wight is blocking, if you use Sorceress’ neutral circle attacks - either the held circle attack or the tapping circle attack, and you don’t hit the blocking Wight, after 10 seconds it will instantly die. You have to attack at a quick and steady pace, or else the Wight will stop blocking. Force the multiple Wights to block with dash attacking and you can instantly kill them all after 10 seconds of them blocking.
Red Cap - With an Ice staff, neutral circle to freeze the Red Cap into up circle tech is an easy way to deal with them. Fight them with air fireballs with a fire staff. With Lightning, use horizontal aerial lightning.
Assassin - The trick is to get the Assassin to keep trying to fire off his charged attack. The way to force him to do this is to walk around and avoid his attacks while keeping a distance from him until he starts charging one up. Slowly approach him and use up + circle to deflect his magic. Do this and inch closer and closer until your up + circle attack is barely hitting him. Now you have him stuck (for the most part). Sometimes he will stop casting and attack you normally. Again, avoid his attacks and wait for the magic attack. I believe when he does his dash attack, he usually uses a magic attack right after as long as you’re not right near him. If he teleports, he will probably attack with a magic attack again. Don’t get too close to him and he should prioritize it. This strategy is all about careful spacing and timing when it comes to the Lightning strategy.
Ice and Fire: Once you get close enough that your up + circle attack is just hitting him, just keep spamming it on him until he dies. Make sure you don’t run out of mana. If you’re getting low, use up + circle to keep his attacks deflected and recharge. Repeat this for a little bit and he’ll go down easily. If he gets out of it, once again, keep a short distance and he should go back to using his magic attacks.
Lightning: A bit more tricky, using only up + circle with Lightning isn’t very good, as it’s not a persistent attack like Ice and Fire’s up + circle attack is, and the range is shorter and riskier. Get closer to the Assassin, timing you up + circle to deflect his magic attacks, move slightly closer until your up + circle attack barely touches him for damage. Then, you use up + circle to deflect his magic attacks, and neutral circle for extra damage in between. Again, when you’re running low on mana, use up + circle to deflect an attack and recharge instead of using a neutral circle attack. This isn’t as easy as the ice and fire method, but it’s not so bad once you get the hang of it, and still fairly quick. The Lightning attacks will knock him back at some point, so walk over to him slowly without getting too close when that happens so he can keep firing more magic attacks. If he uses a physical attack instead, dodge and space yourself a bit from the Assassin so he will prioritize his magic attacks again.
Note: There’s a way to safe spot the Assassins once they’re repeatedly firing off magic attacks as long as there’s an area you can hide behind.
Note: Massive staff with Petrification will give you a 10% chance to instant kill any Petrified enemies. This is a very easy way to kill Assassins, but you have to use a build with a Massive staff and Petrification spell for it of course, so the above is for anyone who doesn’t use such a build. With an Ice staff, it’s very easy and practically guaranteed to instant kill the Assassin by using up + circle on it when it’s Petrified. The best time to cast a spell versus these is when it’s casting its own magic attacks, move out of its path and cast a spell.
Note: Thunderhead is a nice way to speed up the process as the Assassin will be stationary for the most part instead of teleporting around like it usually does.
Note: This strategy works well for Red Aura Assassins as well, as long as you have an Ice or Fire staff. The auto spells will be the hardest part of fighting them.
Video: https://www.youtube.com/watch?v=3Z9Ww8zIxNU
Bag Structure 1
My updated layout. 1 Dragon bag as there are only 3 Dragon bosses who are either weak to Ice or neutral to it. 1 Object bag that uses a Lightning staff for Gargoyle Gate, and an Ice staff for the minions in the Golem fight. 2 Demon bags, 2 Natural bags with the 2nd bag focusing on the Kraken, 2 Human bags, and 1 Undead bag. Once again, the bags focus on countering each boss for ToM and Story mode with +DMG and -DMG affixes to each race being added to the proper bags along with other +DMG and -DMG affixes. You can add an immunity to Petrification amulet to one of your Demon bags for Medusa and the Demon King if you wish. My main weapons always focus on what the bosses are weak to, with 2nd/3rd weapons being what I use to fight monsters beforehand, except in the case of the Object bag where I use a different staff for the Gargoyle Gate and Golem fights.
Bag Structure 2
Basic bag structure focused on chaining through ToM or Story. 2 Bags dedicated to each enemy type, only one for Undead as the Wraith is the only Undead boss. These bags focus on equipment with +dmg, +dmg to enemy type, and -dmg taken from enemy type to help with the bosses. Demon2 uses an immunity to petrification affix on an amulet for Medusa. Natural2 is focused on the Kraken with a lightning staff main weapon while the first Natural is focused on Killer Rabbit and Doom Beetle with a fire staff main weapon. For Gargoyle Gate I take a Human bag since you mainly fight Goblins and Orcs, and for Golem I take a Demon bag since there are more Demonic enemies in that encounter than Humanoid (Just Goblins).
Note: This is my outdated layout.
Bag Structure 3
Click to view bags in detail
(Dragon, Demoner, Nature, PuffKrak, Gate, Undead, Gorgon, Human, Demoni)
Notes from AtticTroll: I'm boring so I stack as much DMG, DMG Reduction, and Resis as possible. Amazon amulets are amazing for my playstyle with sorceress. In the future I'd like to farm up more Heavenly stuff (see my Dragon bag's glasses for an idea of what I'm looking for there) without having to compromise defense or offense. For my more resilient bags I have a single Gamblers item (Dragon, Undead and Human bags). I intend on adding them to the other bags in time. Also am on the lookout for more decent Helical wrists since they complement Heavenly builds. Undead bag is the sole intended exception. Spells aren't super important in the single Undead boss encounter (Wraith). I'll probably go Double Gamblers with eyewear that changes Ice's element.
Gorgon bag is anti-demon with immunity to petrification for Medusa.
List of possible ToM affixes
Staves/Wands
Abyssal - Effect of Petrification +100%
Angelic - Recover 15 MP per second
Assassin - Damage dealt +30% on back attacks
Ballistic - Knockback and knockdown +50%
Cardinal - Shortens spell casting time 50%
Cavalry - Dealt damage +30% during critical hit
Condemned - While evasion invincibility active, deal damage +50%
Enchanting - INT increases by number of rings in bag X 30
Epic - Evasion invincibility time +47%
Flying - Damage increase effect of Levitation +30%
Gambler - Dealt damage and taken damage +50%
Heavenly - 30% chance of using spell book without consumption
Helical - While extending, all equipment durability recovers 20%
Ice Crusted - Effect of Ice Prison +50%
King - Dealt damage +30% when HP at 999
Legendary - STR and CON +30
Massive - 10% chance of one-hit KO a “stoned” enemy
Phantom - Effect of Extract +100%
Serpent-eyed - Dealt damage +300% to “frogged” enemy
Summoner - Summoned Skeleton’s dealt damage +100%
Wizard - INT and MGR +23
Glasses
Ballistic - Knockback and knockdown +50%
Cardinal - Shortens spell casting time 50%
Dimensional - Negates Slow and Gravity effects
Draconic - While teleporting, release Fire Pillar with 50 damage
Flash - While teleporting, release Lightning Pillar with 50 damage
Grand Mage - Raises spell casting time and power 29%
Heavenly - 30% chance of using spell book without consumption
Hermit - Teleport MP cost -80%
Neptune - While teleporting, release Ice Pillar with 50 damage
Runed - Changes magic attack element from Ice to Fire/Fire to Ice
Thunderclap - +60 power lightning strike during evasion
Twilight - 25% chance of magic shot per coin pickup
Earrings
Assassin - Damage dealt +30% on back attacks
Beastmaster - While mounted, damage taken -30%
Containment - Decrease 30% of Fire, Ice, Lightning damage taken
Gambler - Dealt damage and taken damage +50%
Miner - Power of bombs +50%
Twilight - 25% chance of magic shot per coin pickup
Wizard - INT and MGR +23
Amulets
Beastmaster - While mounted, HP recovers 15% per enemy defeated
Chemist - Apply heal effects of all potions to party
Crystalline - Add Ice to sliding attack
Electrifying - Add Lightning to sliding attack
Enchanting - INT increases by number of rings in bag X 30
Fallen - All attacks are either critical hits or 1 damage
Flame-red - Add Fire to sliding attack
Lamented - Power 2000 damage bomb released on death
Merchant - While extending, all use items recover +1
Mystical - Enhance crossbow power
Bracelets
Acrobat - Enhance dagger power
Beastmaster - While mounted, damage dealt +100%
Cavalry - Dealt damage +30% during critical hit
Darkness - Ring effect +30%
Detonating - +124 explosion damage added to dash attack
Helical - While extending, all equipment durability recovers 20%
King - Dealt damage +30% when HP at 999
Legendary - STR and CON +30
Wizard - INT and MGR +23
Worshipper - 50% chance of using ring magic without consumption
Obtainable in ToM as secondary affixes
Staves/Wands
Effect of Mental Absorb +25%
Effect of Protection +50%
Power of Spells +50%
Glasses
MP takes 30% of damage
When recovering HP, also recover 50% as MP
50% chance that 0 MP will be consumed when casting
When HP is at max, dealt magical damage +20%
Fire, ice, and lightning DMG becomes non-elemental DMG
Earrings
When HP is above 50%, withstand one-hit KO
Amulets
Regain 3% of last damage taken every second
Status ailment duration decreased by 30%
When HP is max, damage taken -44%
Score +30%, DMG taken +30%
No knockback with 20% of HP
When HP is at max, dealt physical damage +20%
Bracelets
Damage dealt +30% to enemy in the air
DMG dealt +50% to enemies with status ailments
LoC Equipment
Staves/Wands
Divine - Effect of Protection +50%
Overlord - Power of spells +50%
Sprightly - Effect of Mental Absorb +30%
Glasses
Cerebral - MP takes 30% of damage
Salubrious - 50% chance that 0 MP will be consumed when casting
Earrings
Ordained - When HP is at max, dealt magical damage +20%
Amulets
Conquering - Duration of status ailments -30%
Egotist - Score +30% Damage taken +30%, Gold Obtained +30% Dmg Dealt -30%
Favored - *Amazon Equipment* - Recover 1 HP per attack hit
Bracelets
Vigilant - DMG dealt +50% to enemies with status ailments
Important White Affixes
DMG up if spell repeated +??%
MP charge speed +??%
Max MP +??%
Fire/Ice/Lightning damage +??%
Damage dealt +??%
Damage taken -??%
Critical rate +??%
??% of dropping coins each hit
DMG to (racial type) +??%
??% chance to take ½ damage
Recover ?? HP when picking up coins
Grants immunity to petrification
DMG from (racial type) -??%
LUC/15 chance to null damage taken
Fire/Ice/Lightning resistance +??%
Physical/Magic resistance +??%
Stun/Knockdown/Knockback resistance +??%
Salubrious Glasses - Obtained in LoC/Rare secondary affix in ToM
With a 50% chance to not use MP when casting ⭘ attacks, Salubrious glasses are always very useful to have equipped, even into ToM with LoC Salubrious. More spell casts before running out of MP means more damage and survivability.
Cavalry Staff and Bracelet - Obtained in ToM
Sorceress deals critical hits more often with her LUC being an A rank. Very nice for more damage, adding up to 60% more damage per critical hit if you use both pieces of equipment.
Gambler Earrings or Staff - Obtained in ToM
Double-edged sword equipment that gives you a huge boost in damage, but makes you take much more damage as well. If you need more damage and are comfortable with dodging and staying alive, it’s great to have.
Note: There are diminishing returns with +DMG, so Gambler’s is not so good if you already have a lot of +DMG affixes on your equipment.
Heavenly Glasses or Staff - Obtained in ToM
Sorceress has extremely useful spellbook spells, being able to get a refund on them is great.
Merchant Amulet - Obtained in ToM
Very nice for getting Sorceress her spellbook spell charges back. Be sure to use T-P-I (The Phoenix Incantation) runes often with this. Use a spell right before activating the runes to gain a free spell.
Helical Bracelet or Staff - Obtained in ToM
Great for chaining, be sure to use T-P-I (The Phoenix Incantation) runes often with this.
Favored Amulet - Obtained in LoC by Amazon, not possible to obtain in ToM
Very powerful on Sorceress. Important for sustaining through fights as you will not have many opportunities to eat during hectic encounters. Ice Storm canceling heals for a massive amount.
LoC:
ToM:
Ultimate Story:
Boss Auto-Spell List:
Curse: Like Sorceress’ Curse, it will turn you into a helpless Frog, only able to hop around for a while. The boss version fires off in 2 directions from where they cast it. Bosses will sometimes fire off 2 waves of this spell, beware of that.
Sylphide’s Wind: Just like the rune, it protects the boss with a damaging shield. Getting close to the boss with this up hurts a lot. It’s possible to destroy Sylphide’s Wind with Ice Prison.
Strength Beyond Strength: Gives the boss invincibility for some time.
Thunderhead: Like Sorceress’ Thunderhead, it will move around the screen firing off lightning bolts. It’s possible to destroy Thunderhead by targeting it.
Salve of Life: Normally, this is something only the Ancient Dragon used when reaching low health. A few more bosses start to use it in the 800+ range. It heals them for a decent amount of health and reduces the damage they take for a short amount of time.
Protection: Like Sorceress’ Protection, it lower the bosses damage taken and weakens over time before disappearing.
Summon Frog King: When Vampires or Pirates die, they might summon a giant Frog King to attack you.
Major Difficulty Increases in ToM
Floor 501: This is where Tower of Mirages really gets difficult. Bosses will start to use auto spells. These will be magic spells that shoot at you automatically, and also character spells and runes like Protection and Call Sylphide’s Wind.
Floor 801: The biggest difficulty spike. Bosses have even more auto spells. New auto spells on bosses like Curse, Strength Beyond Strength, and Salve of Life.
Floor 1001: Smaller difficult increase where Vampires, Pirates, and Cyclops will have 2 Red Aura spawns instead of 1.
Notice: Most of these strategies were written for Tower of Mirages. They may also work for other difficulties, but please keep it in mind. I plan to go much more in depth with these strategies for every single difficulty in the future, as well as how to fight them up to ToM with each staff type. There’s a lot more to add and refine here, but I hope for now these will help you out, and if you have any questions or want me to elaborate further on certain parts of a boss fight - please contact me! (Contact info is at the end of the guide)
(In depth videos coming soon!)
Type - Humanoid
Weakness - Lightning
Resistance - None
Recommended Staff: Lightning
Possible auto-spells: Sylphide’s Wind, Thunderhead, Curse, Strength Beyond Strength
Strategy: In this fight, the Genie is going to be the biggest thing adding to the difficulty, so you should prioritize crowd controlling Pirates that grab a lamp. An easy way to do this is to use Lightning aerials on top of them, it has a ton of knockback, knockdown and stun chance and good power. When you need mana, make use of walking up and down the screen and hiding behind cannons. As long as you're on top of it, you won't get hit by a cannonball. The cannons can be a friend or foe, as they’ll hurt anyone including the Pirates, so use them to your advantage if you can.
Note: Pirates are the only boss that can be affected by any Sorceress spell as they are regular Pirate and Assassin enemies in large waves. This means you can make use of something like Petrification + Massive staff to instant kill a lot of them.
Recommended Spells:
Blizzard - This is a big help on this fight as they are mostly regular Pirates. Great damage + screen-wide freezing, which can also help knock the Genie lamp out of the Pirates’ hands.
Rock Press -
Petrification -
Gravity -
Ice Prison -
Type - Natural
Weakness - Lightning
Resistance - None
Recommended Staff: Lightning
Possible auto-spells: Thunderhead,
Strategy: The scariest part of this fight is the Elite Lizardmen that spawn after you destroy the tentacles. Sorceress is squishy to physical damage and using lightning, you won't kill them very quickly. If you have an Ice staff with you, you can switch to it to kill them before moving on. You can also choose to ignore them and focus on damaging the Kraken. Use neutral aerial lightning attacks to do the most damage to it, this attack will also destroy the poison balls it shoots out before they hit the ground. The Kraken dies fairly quickly, so ignoring the Lizardmen is a solid option. If you need to recover your mana, fly over to the bottom or top left corner of the screen, start recharging and moving closer to the Kraken or up and down to throw the Lizardmen off a bit. You have to destroy the tentacles to hurt the Kraken.
Recommended Spells:
Thunderhead -
Blizzard -
Protection -
Type - Humanoid
Weakness - Lightning
Resistance - None
Recommended Staff: Lightning
Possible auto-spells: Salve of Life, Strength Beyond Strength, Curse, Thunderhead, Protection,
Strategy: The Minotaur is pretty aggressive, and Sorceress is squishy to physical attacks, so do your best to avoid his attacks. If you’re using a lightning staff, you can deal some heavy damage to him and also the monsters he spawns with aerial attacks. You can comfortably attack while above him in the air with neutral lightning aerial attacks and ignore the spawned enemies - your AoE damage should help take care of them. Make use of your air dodges in case you’re about to get hit while attacking him. Chase him around to wherever he’s charging to squeeze in some more damage. When he’s throwing his axe, you can simply move up and down to easily avoid it.
Note: In ToM 801+, the Minotaur is one of the few bosses who can have both SBS and SoL runes active - meaning periodic healing and immunity. This can make him extremely difficult to deal with, especially since the Minotaur can be a stall-heavy fight at times, when he charges around and goes offscreen to throw his axe. I would recommend focusing solely on damaging him when he has this combination, instead of worrying about keeping spells up like Thunderhead or Blizzard.
Recommended Spells:
Thunderhead -
Blizzard - Crowd control and damage on the spawned enemies, also destroys auto spells.
Protection -
Ice Prison -
Gravity -
Petrification -
Rock Press -
Type - Object
Weakness - None
Resistance - Fire
Recommended Staff: Lightning, Ice
Possible auto-spells: Thunderhead
Strategy: With a lightning or Ice staff, stand at the bottom right corner by the Gate and use neutral aerial for lightning, or up + aerial facing left with ice. This is a good way to slowly deal damage to the gate, while also damaging and controlling enemies who go near you. When the enemies drop a cannonball over time from being near you while you damage the Gate, then you should use the cannon - stay away from it otherwise as if you are near the cannon, the enemies will be able to damage it easily. Avoid going near the top right of the screen in 800+ as that is where the Curse autospell will land every time. If your cannon is at really low health, you should probably save a cannonball for the next spawn if you don’t think you’ll be quick enough to load and fire it before its destruction, it’s a massive amount of damage missed if a cannon is destroyed with a cannonball in it, so don’t risk it.
Recommended Spells:
Blizzard - More damage for quicker cannonball drops plus crowd control. It helps for using the cannon safely as well since the enemies around will likely get frozen.
Ice Prison -
Gravity -
Petrification -
Rock Press -
Type - Humanoid
Weakness - Lightning
Resistance - None
Recommended Staff: Lightning
Possible auto-spells: Sylphide’s Wind, Strength Beyond Strength,
Strategy: Destroying bats will give you a ton of mana, so you probably won't have to recharge much on this fight. Use aerial Lightning and up + aerial on the Vampires for the most damage. This will also kill the bats they fire off at you pretty easily and give you a ton of mana back. If you get stuck in an ice wall, use aerial lightning to break through it and get out or just keep evading in the air to avoid the attack. This fight might feel overwhelming at first, but since the bats can easily be destroyed with some of Sorceress’ circle attacks and give you mana back for killing them, it makes things much easier once you get a hang of how the Vampires fight.
Recommended Spells:
Blizzard -
Gravity - Vampires get sucked into the Gravity, so you can use it to group them together for easy damage.
Ice Prison -
Type - Undead
Weakness - None
Resistance - Ice
Recommended Staff: Lightning
Possible auto-spells: Sylphide’s Wind, Strength Beyond Strength,
Strategy: Lightning is good for this fight since you won’t have to aim with neutral aerials, the boss is big, and he’s resistant to ice. Zombies will constantly spawn, but you’ll be able to knock them down with constant aerial attacks - although they can still grab you when they’re knocked down. Do a circle motion with the control stick/d-pad and mash R1 to quickly get out of their grabs. Don’t forget that you need to light one of the statues to be able to damage the Wraith. When Skeletons spawn, they will go out of their way to try and destroy the lit statues. You can try fighting on top of the statues, or even lighting both of them and sticking to one side so you’ll have more time before the statues are destroyed. Move away when ice starts forming around the Wraith, his Ice Storm attack is powerful but doesn’t last long. Another ability to watch out for is his instant kill, where a purple aura surrounds him and he starts to cast - the green circle that he casts will instantly kill you if it touches you, so watch out.
Recommended Spells:
Blizzard -
Gravity -
Ice Prison -
Petrification -
Curse -
Type - Demonic
Weakness - Lightning
Resistance - None
Recommended Staff: Lightning
Possible auto-spells: Sylphide’s Wind, Strength Beyond Strength, Salve of Life,
Strategy: The Harpy isn’t too hard thanks to Sorceress’ amazing aerial game. Use aerial attacks with a Lightning staff on her. Witch Flight gives Sorceress an edge in catching or running away from the Harpy. Fly around and poke her with the horizontal aerial attack, and when it’s safe to, fly above her and use the neutral aerial attack to deal a lot of damage. When the Harpy casts her tornado attack, she will stay still for a while, so if you are behind her when she uses this, it’s a good safe point to unleash a lot of damage.
Recommended Spells:
Thunderhead -
Ice Prison -
Type - Demonic
Weakness - None
Resistance - None
Recommended Staff: Lightning
Possible auto-spells: Thunderhead, Curse
Strategy: It is recommended to have an Amulet with the white affix of "Grants immunity to Petrification" for Medusa on Ultimate mode, as she uses Petrification multiple times in a row, making it very hard to dodge, and if you do get Petrified, it will likely get you killed. If you do have an immunity amulet, make sure you still try to avoid as many of her Petrifications as possible, as getting hit with one will still damage you and knock you back a bit without Protection up. You will also have to worry about the Snakes that roam around in Medusa's room. However, Sorceress has some good tools to take care of them, such as Blizzard, Gravity and Ice Prison. Watch out for Medusa's eye beam, and avoid the fireballs that fall from the sky after she uses it. This fight can seem overwhelming, but Medusa has very low HP. Focus on keeping the snakes controlled with spells and dish out as much damage as you can while avoiding Medusa's attacks. A Lightning staff makes it easy to hit her, as it damages all around Sorceress, and can also hit Medusa from the bottom of the screen.
Recommended Spells:
Blizzard - Good way to deal with the snakes, and destroying generic auto spells.
Gravity -
Ice Prison -
Protection -
Rock Press -
Petrification -
Type - Natural
Weakness - Fire
Resistance - None
Recommended Staff: Fire
Possible auto-spells: Curse, Sylphide’s Wind, Strength Beyond Strength,
Strategy A (Quick - Spell reliant) - Requires Protection, Coin drop staff or Favored amulet for healing: Start off the fight by running under where the Doom Beetle will spawn and use up + circle cancels to damage it when it lands. Move to either the top of the screen or to the edge on one side and use up + circle cancels with a fire staff while keeping Protection applied. Ignore the cocoons and keep using up + circle. All you have to do is keep using up + circle quickly with the cancel technique even if other beetles spawn. The extra beetles will die quickly in comparison to the main one.
Strategy B: This strategy is pretty easy, but you need to learn the up + circle cancel technique first. The amount of cocoons that spawn throughout the fight is 10. If 10 are destroyed or hatch, no more will spawn. Make use of Sorceress’ mobility with Witch Flight to get around the room, and use up + circle cancels to quickly destroy cocoons. Try using it while moving onto the next cocoon for a strategy I call “luring”. The Doom Beetle will be following you around, jumping towards you, so if you use up + circle cancels to travel across the room it will leave a trail of fire behind that he will jump into, taking a lot of damage. If you do this, by the time you have destroyed all of the cocoons, you should have dealt a substantial amount of damage to him. Finish the Doom Beetle off by going clockwise/counterclockwise across the room with the luring strategy. If you get knocked down a lot, make use of it! You gain invincibility frames from waking up after a knockdown, so you can place more up circles down as soon as you wake up for safe damage.
Recommended Spells:
Protection - Makes the fight very easy as you can stand underneath the Doom Beetles and use up + circle with healing from either a favored amulet or coin drop healing.
Ice Prison - To destroy Sylphide’s Wind auto-spell. With a favored amulet you get a ton of healing with it, especially when there are multiple Doom Beetles up.
Blizzard - Dealing damage to the cocoons and crowd control the worms.
Type - Humanoid
Weakness - None
Resistance - None
Recommended Staff: Ice/Lightning
Possible auto-spells: Sylphide’s Wind, Strength Beyond Strength, Curse, Protection,
Strategy: This strategy makes use of safe spotting. Attack both Cyclops together until one the secondary one with lower HP dies and when the gate is closed before moving onto the safe spot strategy. Throughout the fight, more Cyclops will attempt to open the gate - move over to the gate and focus them down to prevent them from opening it. You have to do this 4 times, and then the gate will close. Once the gate is closed and the main Cyclops remains, move over to the bottom left part of the screen and wait for the Cyclops to jump over to you. Teleport in place to avoid it hitting you, and move to the top left corner. Now the Cyclops will be attacking the air without being able to hit you, and the zombies will be unable to reach you. From here, you can either use horizontal aerial attacks with an ice staff, which should reach the Cyclops even from beneath you - or neutral aerial attacks with a lightning staff while hugging the top left corner. You’re free from any danger besides auto-spells with this strategy, which you can get through with some self healing from a favored amulet or coin drop healing.
Recommended Spells:
Ice Prison -
Blizzard -
Gravity -
Petrification -
Type - Object
Weakness - None
Resistance - None
Recommended Staff: Ice
Possible auto-spells: Thunderhead, Sylphide’s Wind,
Strategy: The Golem is an interesting boss as it has some methods to making it very easy on Ultimate mode. The first thing to know about that makes it easier is that when the enemy Golem is not on screen, it will not attack your Golem, giving your Golem free hits until it reaches 1 HP. The second thing to know about is about the Goblins. Throughout the fight, Goblins will spawn holding bombs that they will try to throw at your Golem. Once you kill these Goblins, take their bombs and throw them diagonally upwards towards where your Golem is walking so the bomb doesn’t explode. If you can bring 8 bombs close together to the point where the Golems are dueling, it will prevent more enemies from spawning. Reaching 8 bombs can be a bit tricky though, as newly spawned Goblins will keep trying to pick up the bombs you have saved up. This is why you should bring a torch with you from somewhere in the dungeon, and bring it with you from room to room until the boss fight. Drop the torch by the box when you reach the boss room, and the Goblins that spawn will try to pick up that torch instead of the bombs. An ice staff is recommended as besides the Goblins, they are all weak to ice, and the freeze effect will help you out with them as well. Blizzard for screen-wide damage and freezing as well as Ice Prison for keeping enemies away while you are bringing bombs forward make the process easier.
Recommended Spells:
Blizzard - For damaging and freezing all enemies on screen, makes it easier to escort bombs or just make your Golem take less damage.
Ice Prison - Prevents enemies from reaching your Golem. Makes it much easier to escort bombs as Goblins will be stuck behind the Ice Prison, unable to throw their bombs if they can’t reach.
Rock Press - Screen-wide stun for crowd control.
Gravity - For keeping enemies in place and preventing them from reaching the Golem.
Petrification - For completely immobilizing all enemies on screen.
Type - Demonic
Weakness - None
Resistance - None
Recommended Staff: Ice
Possible auto-spells: Sylphide’s Wind, Strength Beyond Strength, Salve of Life, Protection, Curse, Thunderhead
Strategy: A good strategy for this fight is to move back and forth between the left/right edge of the screen to the center while using horizontal aerial attacks with an ice staff. When the Arch Demon jumps or teleports to you, move to either the edge or center depending on where he goes. When enemy demons start to spawn, your aerial attacks can break off into smaller pieces and hit them, freezing and damaging them - so you should continue focusing on the Arch Demon unless the enemies are really giving you trouble. When he creates a magic circle in the middle, be careful of the magic missiles that will target you as they can juggle you if you start to get knocked down by them. Make sure to dodge when he jumps up high, you can hold Teleport to easily avoid his lunge attack. If you get grabbed, do a circle motion with the control stick/d-pad and mash R1 to quickly break free.
Recommended Spells:
Blizzard - Easily takes out and controls the spawned demons in the fight.
Thunderhead - Adds a lot of damage to the boss over a long period of time. Make sure to keep it active.
Ice Prison -
Type - Draconic
Weakness - Ice
Resistance - None
Recommended Staff: Ice
Possible auto-spells: Sylphide’s Wind, Salve of Life, Strength Beyond Strength
Strategy: Easier fight for Sorceress. Keeping a safe distance and using aerial attacks with an Ice staff is a simple strategy for this fight. You don’t want to be too close to it as it can use its tail to swipe at you or bite you. Be sure not to stand underneath it when it starts to fly up or evade the attack. When the Wyvern hits the 50% mark, the fireballs it shoots out will break into pieces and fly up and back down. This is its most deadly attack, so fly over to the other side of the screen while attacking to easily avoid it. The fight can get hectic with more Wyverns being summoned into the fight, but focus your attention on the Wyvern Leader instead of worrying about them.
Recommended Spells:
Blizzard -
Protection -
Type - Draconic
Weakness - Ice
Resistance - Fire
Recommended Staff: Ice
Possible auto-spells: Curse, Protection, Thunderhead
Strategy (ToM): Outside of Story, you are stuck inside of the first room when facing the Red Dragon. It’s pretty hectic, with the Dragon jumping around constantly, breathing fire, and making rocks fall from the ceiling. You’ll get knocked down a lot if you don’t have Protection or knockdown resistance on equipment. When you first attack the Red Dragon, it takes a little while to wake up and start attacking you - this is a great time to dish out as much damage as you can to him before the fight gets hectic. If you have Sorceress’ advanced techniques learned, it’s great to start off with a bunch of up + circle cancels right on top of him.
Without Protection: Throughout the fight, do your best to avoid falling rocks and getting stomped on by the Dragon while using aerial attacks. Occasionally, the Red Dragon will stop jumping around for a moment. This is a decent amount of breathing room to attack him safely - it’s also a great opportunity to use up + circle cancels on top of him for a lot of damage. Right before the Red Dragon is about to breathe fire is another safe point to attack him. If you’re having trouble aiming at the Red Dragon with horizontal ice aerial attacks amidst the chaos, you should try to shoot at the ground towards him with neutral aerial attacks instead. One more thing you can do is try luring the Red Dragon into up + circle cancels as he will sometimes jump towards you. If you need to regain mana, recharge as soon as you’re knocked down as you’ll have invincibility for a few seconds after waking up - or make use of Extract with Magic Shot since the Red Dragon is a large boss.
With Protection: Protection gives you complete immunity to knockback and knockdown, so you won’t have to worry about that if you have it. Focus on using aerial attacks during the fight, and don’t get too close to the Red Dragon as he might grab you with his mouth or hit you with a swipe attack. His fire breath is easy to avoid as he has an animation that leads up to it. You can just jump over it and use Witch Flight to fly past the fire. The fire trail it leaves behind cannot be cleared with ice attacks, so try to avoid standing in it.
Strategy (Story): Before the fight starts, make sure Rannie opens the door to the right. Damage the Red Dragon as much as you can while it’s waking up and head into the next room. When the Red Dragon walks up to you, there’s a safe spot at the bottom left corner of the screen. This spot will keep you out range for its bite and fireballs and you’ll only need to move when it does its stomp attack and causes rocks to fall - move in front of it and evade the rocks and get back in the corner afterwards. When the Red Dragon is about to unleash its fire breath, hold down evade right before it attacks while in the corner and you’ll be able to dodge the whole thing easily. It’s very easy with Sorceress’ teleport evade. Use aerial up + circle attacks on the Red Dragon the whole time and ignore the ballistas and it should be an easy kill!
Recommended Spells:
Thunderhead - Extra damage on the boss, nice since it’s single target.
Protection - Helps prevent knockdown from the falling rocks, and since there’s a lot to avoid in the fight it helps to have extra defense.
Type - Humanoid
Weakness - None
Resistance - None
Recommended Staff: Ice
Possible auto-spells: Sylphide’s Wind, Thunderhead, Curse, Protection
Strategy: The Warlock is a boss that gets progressively harder. He starts off with a red orb, meaning he will only use fire attacks. Then he gains a blue orb, followed by a green orb, and finally a yellow orb. The blue orb is what makes the fight a lot more difficult, as it allows him to spawn minions and objects around the battlefield. If any oil barrels are spawned by him, try to dash attack some of them away before he breaks them with a fire attack. You can also put out these fires with ice attacks in the case that they are lit. The Warlock constantly teleports around which can make him difficult to hit, and along with enemies constantly coming after you, it can seem overwhelming - but remember that as a Sorceress, you can crowd control them very well. Try attacking the Warlock with horizontal aerial attacks with an ice staff, and the pieces that break off might help crowd control the summoned enemies as well.
Instant Kill Strategy: Requires Ice Prison. If you can get the Warlock stuck behind your Ice Prison without him being able to move or attack for 10 seconds, he will despawn, granting you the stage clear. The way to do this is to head to the top right of the screen, wait for him to teleport or float up to you, and create an Ice Prison to the left without moving forward. This creates a small space for the Warlock to get stuck behind the Ice Prison, where he will do nothing until disappearing. Do not attack the Warlock if you are going for the instant kill, as he will use only his fire attacks if you don’t deal much damage to him, make it much easier to dodge, or use up circle attacks with a fire or ice staff to nullify his fireballs while waiting for an opportunity to trap him.
Note: This strategy will not work every time, as there is a good Warlock spawn and a bad one. The bad Warlock spawn will teleport away instantly each time before landing behind the Ice Prison. It’s very noticeable once you see the good spawn and the bad spawn a few times. If you get the bad spawn, move on to fighting the Warlock normally. If you get the good spawn, it’s worth trying to trap him to get the instant kill even if you don’t trap him quickly. It can take as short as half a minute, to as long as a few minutes.
Recommended Spells:
Ice Prison - Used to instant kill the Warlock, also good to hide behind so his spells and auto spells won’t hit you, and keeping enemies away.
Thunderhead - Extra damage onto the Warlock.
Blizzard - Good crowd control and damage to the summoned.
Gravity - Nice way to force summoned enemies into a certain spot.
Petrification - To immobilize the summoned enemies.
Type - Demonic
Weakness - None
Resistance - None
Recommended Staff: Ice
Possible auto-spells: Thunderhead,
Strategy: One of Sorceress' easier fights. You will want to be attacking the Lion's head most of the fight. Attack the Goat's head whenever it is active as it is weak to Magical damage and stay away from the Snake's head, as it is resistant to Magical damage. Stand at the left side of the screen and use aerial + up circle ice attacks on the Lion's head, and do the same with the Goat's head. The attack breaks up into smaller pieces which ends up dealing more damage and hitting the other heads. When the Lion does a fire breath attack, there is a safe spot by it near the middle where it will not hit, you can stand there if you want to avoid it or just evade/teleport to avoid it.
Recommended Spells:
Thunderhead -
Blizzard -
Type - Demonic
Weakness - Ice/Fire/Lightning
Resistance - None
Recommended Staff: Ice/Lightning
Possible auto-spells: Sylphide’s Wind, Curse, Strength Beyond Strength, Thunderhead
Strategy: This is a boss that on your first playthrough you might think is unfair to Sorceress. However, although the Gazer does negate your magic when you’re looking at it - it is also weak to all types of magic. When you do hit it, you’ll hit hard. Sorceress has great mobility and repositioning with Witch Flight. Avoid the Gazer’s attacks, fly behind him and hit him hard with some aerial magic. You can set up a big attack when he’s about to teleport over to you. When he’s shooting out magic bolts, he’ll keep facing that direction for a while - this is one of the bigger openings the Gazer will have. Whenever it “expands”, such as when it is charging up for an explosion or using a lightning bolt attack, it will no longer negate your magic - so this is also a great time to dish out some heavy damage! If you don’t want to have to deal with the Gazer’s magic negation, you can use a Resist Brew which you can buy from Morgan’s shop, and it will prevent him from negating your magic. This can make the fight a lot easier, but I think it’s worth learning the fight without it as well - as you will have to make room for it in your bags and keep restocking on brews if you rely on it.
Recommended Spells:
Ice Prison - For destroying the Sylphide’s Wind auto-spell which is especially deadly on an enemy who can teleport to you. Blocks some spells as well.
Thunderhead - Extra damage on the Gazer is great when you won’t be able to consistently deal damage, having to be behind it.
Resist Brew - Using this as Sorceress will allow you to use your circle attacks normally. It’s not completely necessary but could help make the fight a lot easier, not having to be behind the Gazer to deal damage.
Type - Natural
Weakness - Fire
Resistance - None
Recommended Staff: Fire
Possible auto-spells: Sylphide’s Wind, Protection, Curse, Thunderhead
Strategy: Probably one of Sorceress’ hardest fights. Before the fight starts, go to the top center of the screen and spam up circles with the cancel technique. Once the rabbit lands it will do a good amount of damage to it. When it burrows, head to an edge of the screen that's safe and spam up circles to the wall and dodge out of the way right before the Rabbit surfaces on top of you. Again, the Rabbit will take a good amount of damage from the fire pillars you set up once it surfaces.
Ice Prison makes this fight much easier. You can use it to separate yourself from the Rabbit for a while, until it does its one hit kill attack, which will destroy the Ice Prison walls. When you're separated from the Rabbit, aim air fireballs at it. Fast fall air fireballs are good damage to it. If you don't have Ice Prison, you'll have to be much more careful. A decent strategy is to lure the Rabbit into up circles you've laid down. Use the up circle cancel tech to lure it into your fire pillars.
Avoiding the one hit kill isn't too hard as Sorceress, as you can stay in the air for a while with Witch Flight. It can use the attack from 1-3 times, so stay on edge until you know it won't do anymore. When the Rabbit starts a tornado, it’s a good amount of breathing room to eat, use any spells or recharge mana as the tornado is pretty easy to dodge. Make sure not to jump around as you can get hit by the armor flying around in the tornado.
Recommended Spells:
Ice Prison - The Killer Rabbit can’t get past Ice Prison, so you can trap him behind it and then attack it safely from a distance, until it uses its one-hit kill attack, which also destroys the Ice Prison walls.
Gravity - Also good for keeping the Rabbit in place while you safely attack it.
Protection - Good time to apply it is after the Rabbit turns into a tornado.
Type - Draconic
Weakness - None
Resistance - None
Recommended Staff: Ice
Possible auto-spells: Thunderhead,
Strategy: The Ancient Dragon is an easier fight for Sorceress once you get the hang of dodging its attacks. One thing that makes the fight quite a bit more difficult is the spawning of Blue Skeletons. Make use of Sorceress' aerial power on this fight. It's recommended to use an Ice staff and use aerial up circle repeatedly while dodging. On the right and left side, tornadoes will begin spawning after a certain point. Destroy it on one side with before it creates a full tornado, stay on that side and continue to use aerial attacks.Three fireballs will start to fall from the sky, one of these should easily get destroyed while you're using aerial attacks. Avoid the others and the Meteor that comes down at the same time.
When the Ancient Dragon flies to the background it will start shooting Magic Missiles at the rocky pillars. If you are playing solo, it will first shoot 3 separate waves at the left pillar and then 3 separate waves at the right pillar. Deflect the magic missiles back at the Ancient Dragon with ice up circle. You’ll have to deal with Wights and Skeletons at the same time, so a good idea would be to use up circle cancels to quickly kill them off while near the pillar that is about to be fired at.
When the Ancient Dragon reaches lower than 20% HP after returning from firing magic missiles from the background, it will heal for a portion of its HP. You can prevent it from healing by slowing down your damage before it reaches that point after it returns to the foreground if you wish.
Changes in party play: The Ancient Dragon will occasionally fly to the top of the screen and start shooting fireballs. For Sorceress, this is a great opportunity to jump up to one of the platforms on the left or right of the screen and either stand there and shoot aerial attacks, or fly over to the Ancient Dragon and keep shooting him with magic. The pattern of magic missiles while the Ancient Dragon is in the background is also different, but as you’ll have teammates helping with it this time, just deflect what you can.
Note: If you bring a Crossbow with you and drop it by the box before the boss, it will prevent Skeletons from spawning with crossbows during the fight.
Recommended Spells:
Blizzard -
Thunderhead -
Curse - You can make good use of this for the few Skeletons and Wights that spawn, turning them into harmless frogs for a while. Wights won’t be able to break out of it any quicker than a regular Skeleton.
Gravity -
Petrification -
Ice Prison -
Type - Demonic
Weakness - None
Resistance - None
Recommended Staff: Ice/Lightning
Possible auto-spells: Thunderhead,
Strategy: The Demon King is a large, immobile boss. This makes multi-hit attacks like neutral aerial with a lightning staff and up + aerial with an ice staff especially powerful against it. It’s recommended to have an amulet with the “immunity to petrification” affix on it, as the Demon King uses multiple petrifications pretty often. They’re much easier to dodge than Medusa’s, but could still cost you a life if you slip up. In Ultimate mode, this fight has 3 main phases, with one extra phase from Ultimate onward.
Phase 1: The opening phase has quite a bit going on right away with the Demon King using 5 different attacks. Some notable ones to look out for are Petrification, which you should make sure to look away from even with an immunity necklace, as it will still deal damage and knockback even if you don’t get petrified. You can switch directions in mid-air by using magic shot in the opposite direction or horizontal aerial attacks in the opposite direction to make it easier. Evading in midair to travel backwards is also good for repositioning. Also look out for the tornadoes that spawn, you can get trapped in them for a while if you’re not careful. You can actually stand directly below them and not get hurt, although the lightning bolts will still hit you. The Demon King is alone here, so it shouldn’t be too hard. Strong attacks against him are up + aerial with an ice staff and neutral aerial with a lightning staff.
Phase 2: Enemies start to spawn. It’s a good idea to start using your crowd control spells here, but don’t overdo it as enemies will continue to spawn throughout the other phases. The Demon King’s attack count goes up to 8, but he won’t use Ice Prison or Storm. The biggest attack to watch out for this time is Gravity, and it’s just like Sorceress’ - except that it will continuously knock you down if you stay in it - so get out! Sorceress can make use of Witch Flight to fly out of it pretty easily. You can spend some time crowd controlling enemies if you wish, but don’t focus on killing them - they’ll die when you enter phase 3 anyways.
Note: If you use a lightning staff, be extra careful for the doppelgangers if they copy your Sorceress. A copied Sorceress with a lightning staff is very dangerous, as lightning has a lot of power with the extra range to it.
Phase 2.5: The Demon King uses Protect and summons 2 Arch Demons. This phase can be rough, as both of them will keep trying to grab you, pounce on you, etc. It’s recommended to lure them to the top left or top right corner so you can deal damage to them while they’re grouped up in the corner. Red and Black Demons will spawn to make things more difficult. Ignore them and focus down the Arch Demons. Managing mana on this section can be difficult, but if you have points in Extract, you can use magic shot while in the air after using neutral aerial lightning attacks or horizontal aerial ice attacks to get your mana back without having to charge much. The good part about this phase is that the Demon King is completely inactive, so you won’t have to worry about any attacks from him.
Phase 3: Final phase. This is like Phase 2, but all attacks combined except for Gravity and Water Jet. Two new attacks in this phase, a Meteor and Ice Beam. These attacks aren’t very threatening, just make sure to avoid them the best you can, and move far away from the Meteor while it’s forming. Spawned enemies from Phase 2 return here - go all out and use up your spells if you need them and burn the boss down.
Recommended Spells:
Blizzard - Good damage and crowd control for summoned enemies, and destroying some auto spells and general magic attacks from the Demon King and summoned enemies.
Thunderhead - Extra damage to the boss.
Protection - Damage and knockback resistance.
Ice Prison - Blocks projectiles, separates you from enemies.
Gravity - Can give you some breathing room by keeping enemies in place.
Petrification - Crowd control, Wights will break out of it quickly though.
Cyclops
Cyclops Sub Boss Safe Spot: The Cyclops is the only Sub Boss that cannot be burned, but luckily you can safely kill it if you get it to jump to you, to the bottom of the screen. When it’s at the bottom of the screen, walk upwards so you are behind it. It will try over and over again to punch you, but since you are behind it a decent distance, it will not hit and it will be stuck trying to hit you until you kill it. If you have a lightning staff, you can stay in the safe spot and use Sorceress’ neutral aerial attack - Thunderstorm, and it will damage him. If you use an ice or fire staff, you have to carefully distance yourself above him and use Sorceress’ up + aerial attacks. Inch your way closer to the Cyclops until you are barely able to hit him with these attacks.
Killer Rabbit
Vampire
Wyvern
Arch Demon
Gazer
Harpy
Doom Beetle
Minotaur
Warlock
Instant Kill Strategy works on the Warlock sub boss as well.
Spells in PvP
Blizzard: In the Colosseum, Blizzard is much weaker than in the regular part of the game. The cast time is increased to twice the length (3s compared to 1.5s with max adroit hands) and the moment Sorceress gets hit while Blizzard is active, it gets canceled. The upside to it of course is that it is a screen-wide attack with a good freeze rate, but it’s risky to use in PvP. It will also shred the equipment durability of your opponents if they don’t stop your Blizzard. Damage over time effects like Burn also cancel your Blizzard.
Thunderhead: Can be destroyed by enemies in the Colosseum. Lasts the full duration, does really good damage, and can stun enemies.
Ice Prison: Works a little differently in the Colosseum. The frosty part in the middle will knock you back instead of slowing you, and stuns after a few hits. This frosty section will start disappearing when someone gets hit by it, so it can fully disappear before the normal time limit if it gets hit in all of the areas. Items like boxes and crates can also remove the chilled sections of the Ice Prison, so be careful where you place it. You can’t evade through Ice Prison, but with enough height from double jumping you can Witch Flight over it as Sorceress. You can also just teleport out of it as Sorceress. The walls are very easily destroyed compared to PvE, a few strong hits and it will break.
Curse: Quick spell with a short cooldown meaning you can spam it a bit. It lasts the full duration as in PvE and has a decent hitbox, especially on the last hop of the Curse. Your opponent will not be able to break out of it no matter what and can only attack you by leaping onto you, which knocks back a bit, but it should be a free kill if you manage to land this tricky spell.
Petrification: About the same as in PvE. It can be negated if your enemy has an immunity to Petrification amulet. Same duration when staying still or breaking free as in PvE. Your opponent has to be facing you for it to Petrify them.
Note: The Massive staff works in PvP with Petrification, meaning you can instant kill any enemies you’ve Petrified. Very easy to proc with an Ice staff!
Protection: Same duration, but the damage you take isn’t halved. In PvP, the damage you deal is much less than in PvE, so Protection only reduces the damage you take by around 10 points.
Note: Divine staff doesn’t boost Protection by much. It’s still around 10 points of damage that it prevents, and the duration is 50 seconds, compared to PvE which is 60 seconds.
Create Food: Can give you healing from the food when potions are forbidden. If non-skill items are forbidden, the food will disappear when you walk over them instead. You can’t get bone piles from Create Food in the Colosseum, but you can get weapons from it even when weapons are forbidden.
Rock Crusher: Does a lot of damage if you land it directly on the enemy, but barely any damage if you don’t hit them directly with the rock. Unlike in PvE, the stun is tied to the rock only and not the shockwave. It’s not screen-wide like in PvE, but still has a long range, although the shockwave isn’t as useful in PvP because it doesn’t stun. If an enemy is in the air and it hits them, it smacks them into the ground. It can be evaded and teleported out of.
Gravity: Frequent knockback and high damage over time if the enemy has trouble escaping it. It has quite a few options for escaping though: bunny hopping, double jump + witch flight, slide jump, max evading in the air, or tapping teleport to the left or right. Like Blizzard, it destroys equipment pretty quickly, but it does a lot more damage and can’t be canceled, even persisting through your death. Same duration as normal.
Animate Skeleton: Bone piles will spawn around the Colosseum if you have no limits set for weapon spawns. Your Skeletons will still freeze/burn/stun enemies based off of your staff type.
Equipment in PvP and Builds
(WIP)
Destroying Boss Auto-spells in High ToM
Generic Auto-Spells: There are a few good ways to destroy the generic auto spells from bosses as Sorceress in high ToM, like the lightning sparks, fire bolts and ice bolts that get shot towards you. With an Ice or Fire staff, up circle is a great way to block and destroy them.. For a lightning staff, you should use neutral aerial or up + aerial. Blizzard is fantastic for destroying auto spells as well, being a screen-wide AoE attack.
Call Sylphide’s Wind (CSW): The CSW auto spell from bosses can be destroyed by using Ice Prison on a boss while it is active. The frosty middle portion of the Ice Prison will destroy the CSW spell in a short amount of time.
Thunderhead: The Thunderhead auto spell from bosses can be destroyed by dealing enough hits to it. Use up + aerial or up + circle cancel tech with an Ice staff. Use up + circle with a Fire staff. Use up + aerial with a Lightning staff. These are the most effective ways to destroy Thunderhead with Sorceress’ staff attacks. Blizzard will also deal significant damage to it, so if the Thunderhead auto spell gives you trouble, it might be worth it to pop Blizzard as soon as the boss spawns a Thunderhead.
Seal of the Conqueror
The Seal of the Conqueror is an item you get from first defeating the Demon King at floor 9 in Labyrinth of Chaos on Infernal mode. The item is unfortunately not very descriptive, so it might cause you some confusion when you get it. It is however, something you should look to empower and equip in each of your bags. The Seal empowers the further you get into the Labyrinth of Chaos with one equipped. Once you hit floor 99, it should fully power up and all of your other seals and future seals will also be empowered for your character. If you want to know if your seal is fully powered up or not, you should check and compare the MP costs of her circle abilities with what is written in the “Basic Abilities” section of the guide, as each attack’s MP costs are listed with and without the Seal. Here are the benefits that Sorceress gets for having a fully empowered seal:
+25% Attack
+25% Defense
-25% MP Usage
As you can see, the benefit is pretty substantial. I don’t believe it is 100% necessary to play with a Seal - I’ve played in the 1000s of ToM without it as Sorceress and did fine, but you will certainly miss out on some big bonuses. If you do decide to play without it, you should make sure your equipment makes up for the loss of stats.
Above the Skeleton Limit
As you may know, the limit of Skeletons that can be summoned between all Sorceress’ in a party, whether you’re playing solo or in a party of 4 Sorceress’, can only be 4. After you try summoning a new Skeleton from a pile of bones after you’ve hit the party limit of 4, that Skeleton will be destroyed. However, there is a short period of time after you that skeleton is destroyed that you can raise new skeletons that will bypass the limit destruction. With this, you can raise up to 8 skeletons! It is unknown whether you can raise more beyond that, but it’s possible that between 4 Sorceress’ you could raise 16 skeletons!
Here is a video example of how to reach 8 skeletons, between 2 Sorceress’: https://www.youtube.com/watch?v=IPbTKzS3BLc
How to set it up: First of all, make sure to have Create Food and Animate Skeleton maxed. Use Create Food to summon bone piles and make sure each Sorceress has 1 Skeleton raised. When you are at the Skeleton limit, use Create Food to create 4 bone piles. On one Sorceress, raise one Skeleton and wait for it to get destroyed, then quickly raise the next 3 skeletons and they should survive! Once one Sorceress has 4 Skeletons raised, move onto the next Sorceress who should have at least 1 Skeleton up. It gets a little tricky here to get to 8, make sure the Sorceress who isn’t going to be raising skeletons is ready to use Create Food for the Sorceress that is summoning. With 4 bone piles up, summon the first skeleton and wait for it to be destroyed and quickly start summoning the other 3 skeletons, and have the Sorceress who isn’t summoning cast Create Food while the Sorceress is summoning to create an extra bone pile for her to summon the 8th skeleton.
If getting the 8th skeleton is too much work, it should be easy to get 5-7 skeletons summoned anyways without the tricky Create Food timing - keep it in mind when you’re playing multiplayer with multiple Sorceress’!
Brazier Glitch
If you knock over a brazier and it hits an enemy, it will cut their HP down to half. This is very useful for taking out sub bosses more quickly in Tower of Mirages, so make sure to wait and see if there’s a sub boss spawn before knocking one over! This works with other objects that can be knocked over as well, such as stalagmites - but the braziers are probably the easiest to hit enemies with.
Beastmaster Glitch
(WIP)
100% Crit Chance Blizzard Glitch
If you have enough Cavalry staves set to a bag to add up to 100% crit chance, you can get a 100% crit chance Blizzard by casting Blizzard, and quickly mounting and dismounting a Dragonlisk or Sabretooth. You can buy scrolls from Lucain to be able to summon these beasts at any time.
Instantly Killing Blocking Enemies
In Dragon’s Crown, when an enemy takes no action at all for a certain amount of time (Usually 10 seconds), they will die or despawn. There are certain enemies in the game that will block to defend themselves and will perform no other action during this time. Once they are blocking, as Sorceress you have to turn away from them so your attacks don’t hit them and use her neutral circle attacks - both the held attack and the tapping circle attack work for this. It’s recommended to use the Ice version if you have an Ice staff, as it uses the least amount of mana. Repeat the attack at a quick and steady pace and the enemy will die without you having to fight them. This works with Red Aura and Giant enemies as well.
The following enemies are what you can instant kill using this method, as they will sometimes try to block your attacks.
Skeletons
Wights
Goblins
Red Caps
Pirates
Cooking Efficiently and Which Ingredients to Use
(WIP)
In this section I will explain these different effects, how they work, and what to do when you are affected by them.
Grab
When you get grabbed by an enemy, there are certain inputs that help you break out. Moving around the directional inputs (Control stick or d-pad, whichever you’re using), the shape buttons (Circle, Square, Triangle, Cross), and L1 and R1. The more of these inputs you do at once, the faster you will break out. A good way to get out of grabs fast is to do circle motions with the control stick or d-pad and spam R1.
Knockdown
When you get sent flying any distance until you hit the ground and have to wake up, that is knockdown. You can use your own knockdown to your benefit. When you are knocked down (sent flying), you can recover in midair by pressing R1 or X before you hit the ground. When you do get knocked down fully however, you gain invincibility frames for a few seconds while you’re waking up. Most of this invincibility will wear off while Sorceress is in her wake up animation, but you can wake up early by pressing any of the following: Circle, Cross, Square, R1, Casting a spell, Drinking a potion, Forward + Square (Dash). This can be pretty powerful. You can get knocked down and wake up with an invincible spell-cast for a risk-free Curse, or wake up with an invincible barrage of up + circle cancels. Use your best judgement on when a good time would be to recover from a knockdown, or to take the knockdown and wake up with invincibility frames.
Images above:
Left: Knockdown animation where you are sent flying (This is where you can press R1 or X to recover in midair).
Middle: Animation when Sorceress hits the ground (At this point you can’t recover anymore, and will gain invincibility frames instead on wake up).
Right: Wake up animation (Sorceress flashes during this, meaning you have invincibility frames. Remember you can cancel out of this animation by performing other actions to keep more of the invincibility frames).
Knockback
When you flinch and are unable to move for a moment. This can be an annoyance for Sorceress because it will cancel her spell-casts. You can get out of knockback lag by pressing R1 to evade/teleport. When you are out of mana to teleport, you will still evade and get out of knockback. This is the only option you have to get out of knockback.
Stun
When you hit the ground and are unable to move, with a yellow swirl around your head. Like getting grabbed, you can break out of a stun by using directional inputs (Control stick or d-pad), shape buttons (Circle, Square, Triangel, Cross) and R1. Also like breaking out of grabs, the more inputs you do, the quicker you can break out. The fastest and easiest way to break out of this is also doing a circle motion with the control stick or d-pad and spamming R1. You will also gain invincibility frames getting out of a stun, make use of it if you can.
In this section, I’d like to show how you can survive and sustain yourself in battle as Sorceress.
Self-Healing
Being able to heal yourself in the middle of battle is important, especially in later difficulties. Here are some ways that you can heal:
Create Food: Sorceress has a nice way of healing only available to her! You can create food in the middle of battle and heal up, but it’s important to note that it may be difficult to actually eat in the middle of a boss fight. You should look for a safe place to eat, while also paying attention to any attacks coming your way so you can dodge if needed. A downside to this, is if a boss spawns enemies that can wield the weapons you create. You can pick up the weapons yourself and try to quickly deplete their uses, but it can be difficult under the pressure of a boss fight. Be careful if you use this on a fight that spawns Skeletons, Wights, or Goblins.
Wealth to Health + Coin Drop Staves: This combination is great for healing up in a boss fight, although you have to commit to a staff with the white affix “20% chance to drop coins on hit”. That shouldn’t be a big deal for the extra survivability you gain, though. You should max Wealth to Health of course. This should be good for any boss, with any type of staff - but it feels like it can be harder to find the coins on some bosses, if they’re in large rooms or the ground is harder to see. A great thing about this with Sorceress is that you can pick up coins while Teleporting over them - a pretty safe way to heal up!
Favored Amulet: As the Favored affix doesn’t drop anywhere in Ultimate mode, you would need to have an Amazon able to farm the amulet from Labyrinth of Chaos. It’s not something that would be available to every Sorceress player, so you should try the other options if you don’t want to play another character. The Favored amulet has the effect of “Recovers 1 HP per hit”, which for Sorceress can be pretty amazing due to some of her multi-hit attacks. It’s powerful on an Ice staff, on a Lightning staff versus large groups or big bosses, but it’s not very strong on Fire staves.
Potions: Healing potions are another option you can use, but every bag space counts later on. This might be a better option for early in the game, but if you prefer it, use it!
Damage Reduction
Of course, healing won’t matter much if you’re dying too quickly to heal! Reducing as much damage as you take is very important, especially from bosses. Here I’ll show you the multiple ways you can reduce boss damage.
Protection: Sorceress’ own way of reducing damage available only to her. Protection is pretty amazing, reducing up to 50% of damage at max rank normally, and up to 75% if you use a Divine staff. Not only that, but it also gives you immunity to knockback and knockdown, so you won’t get comboed by being knocked around repeatedly.
-DMG taken affixes: Looking at your equipment is important for damage reduction. Later on in the game, you’ll want to have some sort of damage reduction in your bags, like “DMG taken -??%” or “DMG taken from Draconic foes -??%”. It makes a very big difference.
Potions: You can also use some damage reduction potions if you don’t mind them using another bag space.
Evading
Even with healing and damage reduction, you’ll want to make sure to avoid enemy attacks to prevent damage. Here are some ways that you can avoid damage as Sorceress.
Teleport: You become invincible for a short while and can move around while teleporting, but it does use up MP and there is a bit of end lag when the Teleport animation ends which can leave you vulnerable. Use it wisely to get away from enemies and pay attention to your mana!
Evasion: Sorceress’ regular evasion is either when you have 0 MP, or when you use it in the air. It’s great to use in the air as much as you can to avoid damage - try to use it in between attacks.
Witch Flight: Great for getting away from enemies in case things are getting too crazy where you are currently standing. You can just fly around until you find a safer position to attack from.
If you are looking for Sorceress bones to help you as allied NPCs, to bury for equipment, or to study the builds of other Sorceress players, you can pick up bones with the messages listed below. These are Sorceress’ Dying Messages, and remembering them is a good way to stock up on more Sorceresses.
For a full list of Sorceress’ quotes, click here.
The Legendary Strike trophy (100,000 damage in one hit) is more difficult to obtain with Sorceress, but there are methods to make it easier.
(WIP)
Questions asked by other Sorceress players will be shown and answered here. Please contact me (Dahkra) anywhere I am available, my contact information is below in the Useful Resources and References section. I will also try to add questions I have seen before.
Q: What's people's consensus on Curse in Ultimate difficulty? I find the spells pretty amazing against the redcaps, assassins, blue mage goblins, etc. But it takes the place of an extra Seal of the Conqueror. Is this worth it?
A: I think Curse is especially great for fighting those elite enemies you listed, because they can't break out of it any faster than a regular enemy can. When you use something like Petrification versus an elite enemy, they will start struggling and will break out of it quicker than a regular enemy, in comparison. There is just some risk with Curse as you need to aim it a bit more than Sorceress' other spells. Cursed frogs will also try to jump away which can make them harder to hit. This is why Sorceresses might like to take Curse with something like Gravity or Ice Prison, to restrict the enemy's movement for both aiming the Curse and attacking the enemy while they are frogged. As for giving up the Seal of the Conqueror, I would probably just say it depends on how seriously you plan to play. I have always believed that you could play with any kind of setup of spells/skills and equipment which is why I did my spell-less and deathless boss fight for Sorceress at Tower of Mirages 1000+, but that was really tough to do. If you are playing more casually you can get away with it a lot easier, but the bonus from the Seal is pretty significant, so it might not be worth the trade if you are grinding high ToM. I would recommend experimenting though, you could always drop the Seal and see how you fare without it, and put it back on if you don't like the results. I need to experiment with that more myself.
Q: Ice Prison vs Curse, I see a lot of Sorceresses use Ice Prison. Any insight on this? I find it's not great against elites, and the damage is mediocre, I know it stops some projectiles (but I'm usually dash cancelling Up attack with Ice, which does the same) but don't see the big deal on it. Just wondering if there's some sort of magical thing I'm missing with it.
A: When it comes to Ice Prison, I feel like it's especially strong when you are fighting in the air with Sorceress. You could place it down in the middle of the screen and stand behind it, and if any strong enemies pass through it they would still get damaged and I think slowed as well by the chill that is in the middle while you Witch Flight to the other side. It helps that it stops projectiles as well if you are playing this way. I do get what you mean though, if you are playing Sorceress on the ground and using up circle cancels with an ice staff more often it might not have that same impact. Ice Prison has a very unique property to it as well for boss fights, being that it can destroy the Sylphide's Wind autospell that bosses use, which is probably one of their most dangerous autospells in my opinion. The chilled section in the middle is what destroys it if you place it on top of them. It can also instant kill the Warlock, and reportedly some other enemies as well. A lot more testing has to be done to find more of those, as I haven't found any others. Even if it clashes with your playstyle a bit, I think it would still be useful utility. If you need to recover MP you could use it as some good cover for example. You could also use it to trap enemies for a cleaner shot with Curse or Rock Press.
Dragon's Crown Wiki - Tower of Mirages Boss List
This is very important for climbing Tower of Mirages since the bosses aren’t randomized in it. You won’t want to take the wrong bag to each boss on Ultimate mode.
Dragon's Crown Planner by mdharr7
A new skill calculator and planner to more easily make your builds!
Kurupo's Sorceress Guide - Boss Battles
Kurupo is an extremely talented Sorceress player who has reached floor 12,000 with her solo and has taught us very much about Sorceress. You will need to use a translation tool to read his page if you cannot read Japanese, but I will also try to translate and add as much information they’ve given on Sorceress to this guide.
4Gamer Japanese Sorceress Guide
This website gives some very useful numbers for Sorceress’ attacks, enemy attacks, boss attacks, and cooking. I also used their Boss and Enemy pictures. You will need a translation tool to read what’s written if you cannot read Japanese, but I will also try to include some of the information into this guide.
Japanese Wiki - Sorceress Page
Extra information that helped with the guide. You will need a translation tool to view the Japanese wiki.
Sorceress Youtube Channels
Kurupo: One of the best Dragon’s Crown players, his main character is Sorceress, and he has videos up to floor 12,000 on her. He plays the whole cast of characters, so be sure to look through the playlists for Sorceress gameplay - there’s a lot to be learned from watching.
AtticTroll: Another passionate Sorceress player who has helped with the guide at some points.
Dahkra: My own Youtube channel where I’ll upload anything I can about Sorceress. I hope to bring more attention and interest to her with many different videos in the future. I have completed a challenge series of spell-less and deathless boss fight in Tower of Mirages 1000+ for every boss in the game with Sorceress, as well as my first in-depth boss guide video for the Demon King. I have a lot of ideas planned for Sorceress videos, I hope you’ll enjoy them!
Contact Me
Questions? Suggestions? Feedback? Feel free to e-mail me at DahkraSorceress@gmail.com or send me a message on Discord at Dahkra#0883, or PSN: Dahkra. For everything Sorceress related, join our Sorceress fan server on Discord: https://discordapp.com/invite/QR6Xq4k
This guide is a big work in progress, and I hope to help out Sorceress fans and anyone interested in her with it, and bring more interest and love to her.
Thanks for reading!
Check back here often for information on new updates to the guide!
February 9, 2019 - Guide is public!
April 10, 2019 - Added section to Extra Tips and Tricks “Above the Skeleton Limit”
May 10, 2019 - Added Max # of Hits for all of Sorceress’ basic attacks and skill spells
June 2, 2019 - Added more to the Advanced Techniques section + link to video guide
February 1, 2020 - Small update to Extra Tips & Tricks: Finding Sorceress Bones. Apologies for the lack of updates!
April 12, 2020 - Added a visual chart to show the elemental weaknesses and resistances of each enemy in the game at the end of the Basic Abilities section.
June 17, 2020 - Changed High level ToM build, added my updated bag layout.
January 29, 2021 - Added the Q&A Corner section to the guide.
April 23rd, 2024 - Added a link to the new Dragon’s Crown Planner by mdharr7.