⚔PvE: prepare Hellfire, then keep spells flowing
After stagger, the engine attempts available Wish of Concentration and Element Enhancement before ready Hellfire. Missing or unavailable optional buffs impose no wait. Pyroclasm, Burst, Winter and Frost follow-ups, ground spells, Firestorm, Bittercold Wind and Blaze retain their availability and mana conditions. Fire Wall is considered against stationary targets. Below 35% MP or the low-mana threshold, recovery favors Blaze and the Flame Arrow chain until its exit conditions pass above 55%.
◎PvP: Hellfire without waiting for a control setup
Against players, mana recovery takes priority when needed. Ready Wish is considered early, then available Element Enhancement before eligible Hellfire. Moving players without control effects can qualify for Hellfire. Other branches retain checks against control immunity and overlapping effects for supported slows, roots, Seal and Airborne options. Charge interruption handling respects target identity, defenses and manual pause.
✦Stigmas: offense, control and optional defenses
Keep Hellfire alone on R, Fire Wall, Delayed Explosion and Cold Storm in the other three central cells, and Element Enhancement on key 4. Supported alternatives include Glacial Smite, Soul Freeze, Lumiel's Space, Divine Burst and Assault Bombardment, with Steel Barrier and Arctic Armor for defense. Curse: Tree and Hibernation stay manual. Keep chains on their parent cell.
✚Survival before the next charge
Survival checks can release an automated charge for ready Defiance, F1 potion or F3 Remedy. The potion is requested below 45% HP. If equipped and ready, Steel Barrier is considered below 70% HP and Arctic Armor below 55%, with checks for already active effects. Defensive actions still depend on their availability and the required item layout.
↗F9: directed PvP dodge assistance
A brief F9 press toggles foreground dodge assistance for 47 listed enemy-player attack families aimed at your character. Shift requests depend on stamina, control, manual inputs and defensive conditions. You keep dodge direction. A continuously detected family must disappear before another response. A listed threat can interrupt an automated charge. Orange ground zones and comprehensive boss mechanics remain outside this assistance.
⌁F10: farming with the Sorcerer spell engine
F10 combines PvE spells, charges and mana recovery with targeting, approach and loot. It searches attackers before admissible mobs within 80 m and retains the engaged target. New mobs above 1,000,000 max HP are skipped unless attacking you. Home return requires three empty searches and at least three seconds, with combat, distance and loot conditions. Five-minute rests are requested after 25–29 minutes at an idle checkpoint. Recovery can try local movement, a previous combat position and the start point; failure may suspend pursuit while reachable combat and survival remain available.
▣Your control, one profile
Follow the current Sorcerer guide for your combat modes, hotkeys and manual skills. NUM6 ON requests normal movement and animation and disables the attack-speed boost in every mode. NUM6 OFF uses movement 1.25 and animation 2 with the existing action protections. F11 shows diagnostics. F12 ON blocks script-owned target selection, including F10.