Table of Contents

Tower of the Sorcerer

Dungeon data

Turn limit: 30

Small-fry data

Icon Name Job HP MP Att Def Agi Status Exp Gold Notes
HybirdDragon/LightMage 470 144 320 150 600 AttackSeal 177 72
SnowbirdDragon/Geomancer 400 174 300 210 500 AttackSeal 146 92
ServantOfDeathAssassin/InstantDeath 380 144 280 180 150 AttackSeal 126 62
BlackBlackMage/DarkMage 396 196 296 196 196 AttackSeal 196 96 Flare hurts
FlameDemonMage/DarkMage 400 144 270 150 300 AttackSeal 126 62 Flare hurts
VampireVampire 499 121 380 160 250 AttackSeal 146 70
CurseGambler 410 59 271 160 280 AttackSeal 162 65 Watch out for Roulette
DeathScytheInstantDeath 420 142 440 100 400 AttackSeal 66 242 Let's defeat them quickly
ScykulFallenAngel/Gambler 400 149 424 150 666 AttackSeal 164 155 Harmful
LabosTimeMage/InstantDeath 430 299 280 520 180 AttackSeal 120 500 Unlike in dark_world, these can use DeathDance and Doom
DreadDragonDragon 500 149 500 360 240 AttackSeal 175 125
DeathEyeInstantDeath 444 149 300 200 250 AttackSeal 160 90 Let's defeat them quickly
LiquidMetalKingLiquidMetalSlime/RunAway 22 499 180 5000 2500 AttackSeal
NullMagic
3500 100 Arithmetician's prey
MetalKingSlimeLiquidMetalSlime/RunAway 25 499 200 6000 3000 AttackSeal
NullMagic
4000 100 Arithmetician's prey 2

Strategy

Every step you take will inflict AttackSeal. This dungeon is tough for players whose weapon of choice is physical attacks.
The weaker enemies (mainly DreadDragons and Vampires) often waste turns by using their attacks unnecessarily, allowing you to gain Exp even at lower levels.

A major characteristic of this dungeon is the high frequency of Metal-type monster encounters, as approximately 1/13 monsters will be MetalSlimes. This is a good opportunity to grind.

However, trying to actually complete the dungeon is a different story. Both MetalSlime monsters have nearly 500 MP and know MagicBurst. MagicBurst deals double their total MP in damage, meaning you'll take around 1000 damage. Naturally, you can't withstand that.
Therefore, if you encounter a MetalSlime during your dungeon run, you have no choice but to either survive with GreatResist or MagicResist or defeat it before it uses MagicBurst. Defeating it before it uses MagicBurst is difficult though…

Tower of the Sorcerer 1st floor

Map

Pattern 1

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Boss data

Icon Name Job HP MP Att Def Agi Status Exp Gold
MageOfDarknessLiquidMetalSlime/DarkElf 8000 999 300 100 400 MagicAbsorbent 750 250
PrestidigitatorMage/FallenAngel 1200 542 250 80 210 - 150 30
MagicSlimeDarkMage/LiquidMetalSlime 1300 384 220 50 300 - 160 25

Boss strategy

The MageOfDarkness will use LifeShaver. If you don't have any countermeasures against magic, you'll be forced into a NearDeath battle.
However, the only truly dangerous attacks are the MageOfDarkness's rarely-used regular attack, and Prestidigitator's ShadowFlare and Kafrizz. Even in NearDeath, the death rate isn't that high, though you'll die if they happen to hit you.
Having NullMagic and MagicReflect will neutralize these dangers, allowing you to fight safely.
Futhermore, Prestidigitator is fairly good at status-inflicting attacks; and if the battle drags on, the MageOfDarkness might drain your MP with MPBuster or deal tremendous damage with their regular attacks after Trance of Awaken.
MagicSlime uses MagicBurst, so remember to deal with it quickly.
After MagicBurst, it can use regular attacks, so make the most of your precious action turns.

If you're struggling even with this, clearing the rest of this dungeon will be impossible.

Tower of the Sorcerer 2nd floor

Map

Pattern 1

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Boss data

Icon Name Job HP MP Att Def Agi Status Exp Gold
BigBombABlueMage 1200 142 450 120 150 - 255 50
FirebirdNinja/Geomancer 9800 797 660 210 310 NullMagic 1200 300
BigBombBBlueMage 1200 142 450 120 150 - 255 50

Boss strategy

The two BigBombs will self-destruct immediately and deal a tremendous amount of damage, so you'll needs to find a way to deal with them.

The Firebird—which was incredibly annoying on magma_mountain—is now stronger.
It can seriously disrupt your Tension with WeaponBreak, ArmorBreak, VenomBreath, and BurningBreath; and it can drastically reduce your Accuracy with Sandstorm and Dazzle.
It's improvements aren't limited to defense; it gains a significant Agility advantage with Deceleratle and Padfoot, and occasionally lands critical hits that deal enormous damage.
On top of that, if the battle drags on, it will always hit with PressurePointer.
And with nearly 10,000 HP, it's a truly wicked enemy.
To get through these, you need high efficiency in terms of continuous attacks and rapid Tension building; but even then, all you can do is pray.

Tower of the Sorcerer 3rd floor

Map

Pattern 1

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Boss data

Icon Name Job HP MP Att Def Agi Status Exp Gold
SpiritDarkElf/FallenAngel 5000 9999 300 200 800 - 500 700
UltimaExtremeMagicType 8000 9999 400 400 999 NullMagic 30000 2500
MagicBallSummon/BlueMage 5000 9999 300 600 900 - 666 666

Boss strategy

MagicBall possess only bizarre skills such as WhiteWind, SelfDestruct, ????, Roulette, and MP5Death.
Spirit excels at status-altering skills, including Halation which is effective in disrupting a party.
Ultima can annihilate a party with purely powerful magic attacks.
These three lines alone convey that directly confronting these enemies is extremely difficult.

If you attack after building up Tension, you won't be able to defeat them in one hit unless you have a high Attack level; and if you fail, MagicBall will regenerate with WhiteWind.
Even though MagicBall will eventually destroy itself with SelfDestruct, the fact is that someone in your party will die if they don't have magic countermeasures.
The longer the battle drags on, the higher the chance of Roulette being used; if you get hit, you have every right to cry.

The only opening given to you is that Ultima has Awaken, so you should try to finish them off with a powerful attack the moment it uses it.
However, failing to do so will have painful consequences.
While the Spirit is present, leaving Ultima in Finale status significantly increases your likelihood of being overwhelmed by a powerful magic attack, so this is not recommended unless you have substantial magic countermeasures.

Bonus: Solo strategy

NullMagic, decent regeneration, a high Attack level, and MP regeneration (even with items); with these 3 things, clearing the stage is possible.

MageOfDarkness battle

If you fail to prevent MagicSlime from using MagicBurst, there's a risk of trouble if you leave one of the others alive.
It's actually recommended to leave one of the others alive after it uses MagicBurst as it can be used as a regeneration method.
If you use more MP than expected due to MPBuster or DrainMagic, it's best to restart.

Firebird battle

Prevent BigBomb's SelfDestruct with NullMagic and just keep attacking while praying.
For example, even if you use Parry to counter WeaponBreak and ArmorBreak, there are still remaining status effects and Accuracy reductions, so it's not recommended as it doesn't guarantee complete prevention of interference.

Ultima battle

Have MagicBall self-destruct so you can build up Tension and defeat Ultima in one hit.
If your Attack level is very high, this is possible without waiting for Awaken, but such favorable conditions are unlikely to happen often.
Also, if you're restoring your MP with an item, it's best to use ElfinElixer or SandsOfTime before the battle.

Overall, the optimal job combinations are quite limited, and even with preparations in place, luck plays a big role.
It all comes down to the number of attempts.

Treasure list

Weapons

Armor

Items