


This can be countered by also placing a water insignia (-1% hp every 5s). This is VERY important to understand when dealing with mvps.įor example, fire insignia level 2 might seem like a good idea on ifrit because it will turn his attack to fire (tank will take less damage if he is wearing fire armor / fire resistance) and will also boost water attacks on him, but he will also heal for 1% hp every 5s (~70k hp a sec).

It will heal the same element and damage opposite element (see insignia links below for more info).

Insignias can be created of the 4 basic elements.Insignias require a bit of setup and coordination and also have high skill requirements. It is somewhat less desireable than other summons.Īt first, insignias can be a little confusing and hard to use, but they can be extremely powerful. Earth - Raises max HP and defense of the sorcerer, and can cause stun with its attacks.Wind - Used mostly for its abilty to boost ASPD, reduce total, cast time and create a defensive barrier.Water - Used mostly for its ability to boost the Matk of the sorcerer.Fire - Used mostly for its abilty to boost the Atk of the sorcerer and increase the recovery amount of Warmer (+10%).On top of that, each element has a speciality. Summons each have the ability to change the element of Physic Wave, change the Sorcerers Elemental Resistance (100% resist of that element), and boost certain elemental spell's damage. A summon has the elemental resistance of that elemental type (agni is 100% fire). A summons stats are directly based on that of the sorcerer (ie A high agi / flee sorcerer will create a summon with high flee). There are 3 levels for each element, each having a different summoning requirement (catalyst). Sorcerers have the ability to summon elementals that have very powerful abilities to help the summoner. Killing Cloud (Poison element) has an average AoE, damage, and cast time (requires two Red Gemstones and hits multiple times).The three elemental spells are heavily based on the level of their corresponding endow. Varetyr Spear (Wind element) has a smaller AoE, average damage, quick cast time, and has a short cast range (damage is affected by atk / matk and requires a target unit).Earth Grave (Earth element) has an average AoE, lower damage, and a quick cast time (has the ability to knock units out of hide/cloak).Diamond Dust (Ice element) has an average AoE, damage, and cast time.Psychic Wave will be your most used area spell due to its major damage, large AoE, and and neutral element (you can "endow" your psychic wave via summons). Unlike their predecessors, sorcerers have the ability to do area of effect damage.
