| Sorcerer | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() | |||||||||||||
| Job Base(s): | Scholar | ||||||||||||
| Job Type: | 3-2 | ||||||||||||
| Job Level: | 70 | ||||||||||||
| Race: | Human | ||||||||||||
| Changes At: | Geffen Tower | ||||||||||||
| Number of Skills: | 26 | ||||||||||||
| Total Skill Points: | 111 | ||||||||||||
| Total Quest Skills: | 0 | ||||||||||||
| Job Bonuses | |||||||||||||
| |||||||||||||
Sorcerers embrace the natural and spiritual essence of magic, calling upon elemental spirits and ancient forces. They are conduits of balance, harmonizing the seen and unseen worlds.

Job Change Guide
editA Scholar needs to be 99/70 in order to job change into a Sorcerer.
See Sorcerer Job Change Guide for detailed information.
Job Change Quest Skip
editNote that you can now skip this quest (for a fee) by following the instructions here: Job Change Quest Skip
Alternate Job Sprite
editAt Base Level 170, you can change your Job Sprite to the alternative jRO version by following the instructions found here.
AoE Magic
editUnlike their predecessors, Sorcerers have the ability to do area of effect damage. Psychic Wave will be your most used area spell due to its major damage, large AoE, and Neutral element (you can "endow" your Psychic Wave via summons).
- Diamond Dust (Water element) has an average AoE, damage, and cast time.
- 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).
- Varetyr Spear (Wind element) has a smaller AoE, average damage, quick cast time, and has a short cast range (requires a target unit).
The three elemental spells are heavily based on the level of their corresponding endow.
- Killing Cloud (Poison element) has an average AoE, damage, and cast time (hits multiple times).
Summons
editSorcerers have the ability to summon elementals that have very powerful abilities to help the summoner. There are 3 levels for each element, each having a different summoning requirement (catalyst). A summons stats are directly based on that of the sorcerer (ie A high agi / flee sorcerer will create a summon with high flee). A summon has the elemental resistance of that elemental type (Agni is 100% fire). Summons each have the ability to change the element of Psychic Wave, change the Sorcerers elemental resistance (100% resistance to that element), and boost certain elemental spell's damage. On top of that, each element has a specialty.
- Fire - Used mostly for its ability to boost the Atk of the sorcerer and increase the recovery amount of Warmer (+10%).
- Water - Used mostly for its ability to boost the Matk of the Sorcerer.
- Wind - Used mostly for its ability to boost ASPD, reduce total cast time, and create a defensive barrier.
- Earth - Raises max HP and defense of the Sorcerer, and can cause stun with its attacks. It is somewhat less desirable than other summons.
Insignias
editAt first, Insignias can be a little confusing and hard to use, but they can be extremely powerful. Insignias require a bit of setup and coordination and also have high skill requirements.
- Insignias can be created of the 4 basic elements.
- Only one of each elemental insignia can be placed at a time (insignias do not share the same cooldown).
- Insignias are 3x3 ground enchants.
- Each cast cost 1/2/3 Point (depending on level used), which can be bought in Geffen tower (200z ea).
- Points are Etc item, each having a different element corresponding to that insignia (Scarlet Point/Indigo Point/Lime Green Point/Yellow Wish Point).
Each insignia has 3 levels.
- Level 1 - Boosts the ability / HP and SP regen of that corresponding elemental summon.
- Level 2 - Changes weapons element to the insignia element (this excludes monster skills).
- Any unit, friend, or monster that stands INSIDE the insignias 3x3 AoE attack will change. For example, if you are wearing fire armor, and a monster hits you while THEY are standing in a level 2 fire insignia, you will take reduced damage (Fire attack vs Fire Armor - 1/4 damage taken). If you have 100% immunity to that element, you will take 1 damage.
- When stacking multiple level 2 insignias on the same target, the targets attack will turn to the most recent insignia you placed on that target.
- Level 3 - Increases that players elements magic damage when THEY are standing inside the insignia and additional bonuses to that element (faster cast time, more matk, etc).
Each insignia has the ability to boost the counter element no matter which level you use. For example, if you use Fire Insignia at any level, any unit INSIDE the insignias 3x3 AoE will take +50% damage to water elemental attacks. Each insignia also has the ability to heal or damage 1% hp every 5s depending on their element. It will heal the same element and damage opposite element (see insignia links below for more info). This is VERY important to understand when dealing with mvps. For 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). This can be countered by also placing a water insignia (-1% hp every 5s).
Additional examples
- Your tank comes back with a few more monsters than he is able to handle. If you know what armor they are using, placing a level 2 insignia on top of the monsters will reduce the damage they take by 1/4.
- Precasting magic while standing in level 3 insignias.
- A person, with 100% water resistance, tanking an MVP (ie Drake). Water insignia level 2 on the MVP will reduces its damage considerably and increase all incoming wind attacks by +50%.
- Summons will take 1 damage if you place the corresponding level 2 insignia.
Class Data
editSkills
editSee Sage Skills or Scholar Skills for 2nd class Skills.
| Skill | Description | Levels | Type |
|---|---|---|---|
| Arrullo | Attempts to inflict |
5 | Active |
| Diamond Dust | Blasts freezing winds to deal Water property magic damage to all enemies in a 7x7~9x9 area and has a 10~30% chance to inflict |
5 | Offensive |
| Earth Grave | Fires land spikes from underneath to deal Earth property magic damage to all enemies in a 7x7~9x9 area and has a 5~25% chance to leave them |
5 | Offensive |
| Electric Walk | Creates lightning trail behind the user that deals Wind property damage in contact. | 5 | Offensive |
| Extreme Vacuum | Creates a whirlwind that immobilizes all enemies in a 3x3~7x7 area. | 5 | Active |
| Fire Walk | Creates a blazing trail behind the user that deals Fire property damage in contact. | 5 | Offensive |
| Full Throttle | Fully restores HP when cast and increases movement speed increases for the skill's duration. All stats +20%. | 1 | Active |
| Killing Cloud | Creates a deadly poisonous cloud to continually deal Poison property damage to all enemies in a 7x7 area and may lower their |
5 | Offensive |
| Poison Burst | Detonates the poison of a target, dealing high Poison property damage in a 5x5 area around it. | 5 | Offensive |
| Psychic Wave | Fires a wave of psychic energy that deals 3~7 strikes, dealing Neutral property damage to all enemies in a 7x7~11x11 area. | 5 | Offensive |
| Spell Fist | Converges Bolt damage into the user's hands for the next 2~6 Melee attacks, dealing MATK +50~250% extra damage. | 10 | Active |
| Striking | Increases ATK by 10~18 × target's Weapon Level. Learned Endows increase the ATK boost. | 5 | Supportive |
| Varetyr Spear | Calls forth a lightning spear to deal Wind property magical damage to all enemies in a 3x3~9x9 area around the target and has a 5~25% chance to |
10 | Offensive |
| Warmer | Heals all targets in a 7x7 area, cures and prevents them from |
5 | Supportive |
| Elemental Spirit Skills | |||
| Elemental Action | Commands the elemental spirit to use its Offensive skill | 1 | Active |
| Analyze Element | Reassembles and disassembles elemental ores and stones in their counterparts. | 2 | Active |
| Spirit Control | Switches the elemental spirit to Passive / Defensive / Offensive mode or breaks the spirit. | 4 | Active |
| Spirit Cure | Consumes 10% of the user's HP and SP to heal the elemental spirit's HP and SP for the same amount. | 1 | Supportive |
| Spirit Sympathy | Increases the elemental spirit's Max HP and Max SP by 5~25%, ATK and MATK by 25~125 and decreases the SP Cost of summoning by 10~30%. | 5 | Passive |
| Elemental Shield | Create a magical barrier on the cells the caster and party members are standing on. | 5 | Supportive |
| Call Agni | Summons Agni, the Fire property elemental spirit. | 3 | Active |
| Call Aqua | Summons Aqua, the Water property elemental spirit. | 3 | Active |
| Call Tera | Summons Tera, the Earth property elemental spirit. | 3 | Active |
| Call Ventus | Summons Ventus, the Wind property elemental spirit. | 3 | Active |
| Fire Insignia | Creates a crest on the ground that boosts Fire property damage. | 3 | Supportive |
| Earth Insignia | Creates a crest on the ground that boosts Earth property damage. | 3 | Supportive |
| Wind Insignia | Creates a crest on the ground that boosts Wind property damage. | 3 | Supportive |
| Water Insignia | Creates a crest on the ground that boosts Water property damage. | 3 | Supportive |
Job Bonuses
edit| Stat\Amount | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +11 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| STR | 10 | 11 | 33 | 53 | |||||||
| AGI | 20 | 21 | 41 | 55 | |||||||
| VIT | 4 | 14 | 23 | 32 | 45 | 57 | |||||
| INT | 1 | 2 | 5 | 12 | 13 | 22 | 30 | 39 | 46 | 50 | 60 |
| DEX | 3 | 15 | 19 | 24 | 31 | 40 | 44 | 51 | 59 | ||
| LUK | 47 | 48 | 49 |
ASPD
edit
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|
Builds
editNOTE: While all listed gears in this section are viable for usage, it is encouraged to test the item combinations you desire for your character first by going to the iRO Wiki Calculator, consult any knowledgable players in your group or in iRO Wiki Discord, or watch video guides before purchasing any item included in this list.
Psychic Wave Build (2025)
editIntroduction
editPsychic Wave is the most powerful spell in the Sorcerer's arsenal. The skill hits enemies in waves for a total number of (Skill Lv. + 2) times and if a weapon of type Staff or Book is equipped the skill will damage twice in each wave. There are many equipment that can be used for this build and their prices vary depending on the demand which is always high considering this is one of the best damage dealers.
This is not a very good F2P starter build and needs some / considerable level of investment. But once built properly this build can be used to farm and hunt pretty much all of the content in game with ease.

Talent / Stats
edit| Stat | Amount | Notes |
|---|---|---|
| Stats | ||
| STR | 1 | Not needed as such, only for weight capacity. |
| AGI | 90 - 110 | AGI needed for Flee and high ASPD, preferably 193. |
| VIT | 60 - 72 | For high health and survivability. |
| INT | 130 | Nothing to look at here, Psychic Wave scales off of INT. So to the max!!. |
| DEX | 125 - 130 | DEX for reducing variable casting time. |
| LUK | 60 - 72 | LUK for extra MATK. 100 Total LUK for Curse Resistance. |
| Talents | ||
| POW | 0 | Not needed. |
| STA | 0 | Not needed. |
| WIS | 0 | Not needed. |
| SPL | 100 | Main talent stat for damage. |
| CON | 97 | Secondary talent stat after SPL. |
| CRT | 0 | Not needed. |
Equipment
edit| Equip | Best in Slot? | Card Options | Comments |
|---|---|---|---|
| Headgear (Upper) | |||
+10 or more Garden of Eden [1]
|
❌ |
| |
+10 or more King of Spirit Circlet
|
❌ |
|
|
+10 or more Awaking Bloom [1]
|
❌ |
| |
+14 Full Faith Crown [1]
|
✅ |
| |
| Headgear (Middle) | |||
Professor Mini Glasses [1]
|
❌ |
| |
Floating Ball
|
❌ |
|
|
Ancient Morocc Noble Jewelry [1]
|
❌ |
| |
Exiled Ninja's Eyes [1]
|
✅ |
| |
| Headgear (Lower) | |||
Book of Sorcery
|
❌ |
|
|
Old Camouflage Scarf
|
❌ |
|
|
Bat Von Blood
|
❌ |
|
|
Grey Wolf Cub in Mouth
|
❌ |
|
|
Constellation Orb
|
✅ |
|
|
| Armor | |||
+9 or more Lunar Eclipse Armor [1]
|
❌ |
| |
+9 or more Armor of White Thread [1]
|
❌ |
| |
+11 or more Violent Dragon Shadow Armor [1]
|
❌ |
| |
+13 Screaming Ghost Party [1]
|
❌ |
| |
+10 or more Elemental Possesion [1]
|
❌ |
| |
+14 (A) Violent Dragon Shadow Armor-LT [1]
|
✅ |
| |
| Weapon | |||
+11 or more Shadow Staff [2]
|
❌ |
| |
+11 or more Awakened Shadow Staff [2]
|
❌ |
| |
+11 or more Shadow Staff-LT [2]
|
❌ |
| |
+12 or more Adulter Fides Magic Book [2]
|
❌ |
| |
+12 or more Vivatus Fides Magic Book [2]
|
❌ |
| |
+12 (A) or more Solid Manual [2]
|
✅ |
| |
| Shield | |||
+10 or more Excelion Shield [1]
|
❌ |
| |
+11 or more God-Devouring Demonic Shield [1]
|
❌ | ||
+11 or more Forbidden Grimoire [1]
|
❌ |
| |
+11 or more Forbidden Grimoire II [1]
|
❌ |
| |
+14 (D) or more Ancient Prontera Book [1]
|
✅ | ||
| Garment | |||
+11 or more Fairy of Eden [1]
|
❌ | ||
+11 or more Valkyrie Curse Blight [1]
|
❌ |
| |
+9 Magic Compressor [1]
|
❌ | ||
+13 or more Hero's Grace [1]
|
❌ |
| |
+14 (A) Will of Karasu [1]
|
❌ |
| |
+14 (A) or more Royal Geffen Cape [1]
|
✅ |
| |
| Shoes | |||
+10 or more Fifth Element [1]
|
❌ |
| |
+13 (A) or more Mythical Moonlight Paw [1]
|
✅ |
| |
| Accessories | |||
Sixth Sense Ring [1]
|
✅ |
| |
Document Mage [1]
|
✅ |
|
|
Shadow Equipment
editArmor
| Equip | Required Level | Rcommended Refine |
|---|---|---|
Sage Shadow Armor
|
1 | 0 |
Reload Shadow Armor
|
1 | 10 |
Spell Caster Shadow Armor
|
1 | 10 |
Full Tempest Shadow Armor
|
1 | 10 |
Full Spell Shadow Armor
|
200 | 10 |
Weapon
| Equip | Required Level | Rcommended Refine |
|---|---|---|
Sorcerer Shadow Weapon
|
1 | 10 |
Concentration Shadow Weapon
|
1 | 10 |
Magical Spell Shadow Weapon
|
1 | 10 |
Shield
| Equip | Required Level | Rcommended Refine |
|---|---|---|
Sorcerer Shadow Shield
|
1 | 0 |
Reload Shadow Shield
|
1 | 10 |
Concentration Shadow Shield
|
1 | 10 |
Magical Spell Shadow Shield
|
1 | 10 |
Shoes
| Equip | Required Level | Rcommended Refine |
|---|---|---|
Sage Shadow Shoes
|
1 | 10 |
Reload Shadow Shoes
|
1 | 10 |
Spell Caster Shadow Shoes
|
1 | 10 |
Full Tempest Shadow Shoes
|
1 | 10 |
Full Spell Shadow Shoes
|
200 | 10 |
Pendant
| Equip | Required Level | Rcommended Refine |
|---|---|---|
Magician Shadow Pendant
|
1 | 5+ |
Centering Shadow Pendant
|
200 | 10 |
Full Tempest Shadow Pendant
|
1 | 10 |
Earring
| Equip | Required Level | Rcommended Refine |
|---|---|---|
Magician Shadow Earring
|
1 | 5+ |
Centering Shadow Earring
|
200 | 10 |
Full Tempest Shadow Earring
|
1 | 10 |
Costume Enchants
edit
Sorcerer Stone (Garment)
- Increases Psychic Wave damage by 10%.
- When equipped with
Professor Stone (Upper), increases Psychic Wave damage by 15%. - When equipped with
Sorcerer Stone (Middle), increases Psychic Wave damage by 15%. - When equipped with
Professor Stone (Lower), reduces cooldown of Psychic Wave by 2 seconds.
Sorcerer Stone (Upper)
- For every level of Striking, reduces fixed casting time by 0.1 seconds.
Reduce Minor Casting
- Reduces fixed casting time by 0.3 seconds.
- When equipped with
Reduce Minor Casting(Dual), reduces fixed casting time by 0.3 seconds.
Reduce Minor Casting(Dual)
- Reduces fixed casting time by 0.1 second.
Support/Summoner Build
edit- STR: 1-100
- AGI: 1-100
- VIT: 95-120
- INT: 40-90 (INT is now necessary due to it being in the cast time formula and Soul Exhale only giving half your current SP.)
- DEX: 100-120
- LUK: 30-100
The Support type is going to differ from how the Scholar class was in pre-renewal. Soul Exhale now has a 3 second fixed cast time and only gives your target half of your current SP. Gone are the days that Champions (now Suras) can be filled instantly and quickly for fast leveling. Magnetic Earth has lost some of its usefulness as many 3rd class skills bypass it. Dispell has also been given a large fixed cast time. Due to this and the lack of many new support skills, the niche that Scholars used to have has been diminished. The role has not been lost! Due to the advent of status inflicting spells such as Diamond Dust and Arrullo, the AoE healing abilities of Warmer with no catalyst cost (especially with fire summon), and the supporting skill that can be achieved through Summon skills, the Sorcerer can be a very powerful support. Striking is a great buff to ATK classes (both physical and ranged ones). Note that a support oriented Sorcerer can still opt for the AoE Sorcerer skills to provide some damage when needed, at least in the leveling phase. Stats-wise, a support Sorcerer does not necessarily differ too much from an offensive caster Sorcerer. Some players may choose to go with a complete full support build for their Sorcerers who have reached 150/50 however.
| Primary Skills Used | |||
|---|---|---|---|
| Fiber Lock | Blinding Mist | Safety Wall | Soul Exhale |
| Soul Siphon | Dispell | Indulge | Arrullo |
| Warmer | Striking | Extreme Vacuum | Diamond Dust |
Spell Fist Build
edit- STR: 1 - 60 (choose either str or luk)
- AGI: 100 - 120 (120 agi only if you can't reach 193 aspd)
- VIT: 90 - 100
- INT: 120 - 125
- DEX: 120 - 125
- LUK: 1 - 60 (choose either str or luk)
Spell Fist Sorcerers is the evolution of the Hindisight/Bolt Scholar. By combining bolt damage into their auto attacks, they can increase their damage output. With the latest October 22 skill update, Spell Fist became a buff that lasts 3 minutes instead of powering a specific number of auto attacks. Thanks to this buff and the new Elemental Summons from Elemental Masters, there isn't a need for Hindisight to finish or complete your dps. However, Sorcerers can use this skill until they reach Elemental Masters to increase their damage further. This build is still single-target focused but very flexible as you can combine spell fist with other auto-cast skills and gears or be a battle sorcerer. Spell Fist Sorcerers can kill MVPs by combining the Insignias, Elemental Summons, and terrain skills(Whirlwind, Diluvio or Volcano); however, they struggle to kill Holy 4 and Dark 4 MVPs as they are immune to elemental damage.
A spell fist build is dedicated to boosting either Fire/Cold/Thunder bolt using gears such as Magical Rings, Magician's Night Cap and Juu cards, and other gear that improve magical damage. Leeching gear, cards and pets also help as Spell Fist is a melee magical skill, meaning that it takes advantage of effects that are triggered by doing auto attacks. However, physical damage modifiers do not increase the skill damage. It's recommended that Sorcerers choose a primary element to focus on, as gears tend to increase only one element type.
| Primary Skills Used | ||||||
|---|---|---|---|---|---|---|
| Spell Fist | Hindsight | Double Bolt | Fire Bolt | Cold Bolt | Lightning Bolt | |
| Fire Insignia | Water Insignia | Wind Insignia | Earth Insignia | Call Agni | Call Aqua | Call Ventus |
Achieving Instacast
editWhat sets sorcerer apart from their warlock counterpart is the ability to achieve instacast, this applies to some offensive skills (like Psychic Wave, Diamond Dust) and some support skills (like Soul Exhale)
There are 2 things that you need to have in order to achieve instacast :
- Skills (particularly Call Ventus and Spirit Control)
- Equipment (particularly stacking variable cast time reductions stuff)
Skills
editThe 2 main skills that you need to have are :
| Skill | Skill Level | Usage |
|---|---|---|
| Call Ventus | 1-3 | The Ventus summon allows the sorcerer to reduce their fixed cast time by 1 sec. This is a huge boost considering most of sorcerers skills has a 1 sec fixed cast time on them, so using ventus means you can get rid of the fixed cast time part on some of your skills. Note that level 1 to 3 Ventus gives the same amount of fixed cast time reduction |
| Spirit Control | 1 | In order for the summon ventus to reduce your fixed cast time, it needs to be put in passive mode, and Spirit Control level 1 puts your summoned spirit in passive mode, so dont forget to cast it before you go into a fight |
Other skills that you can consider getting :
| Skill | Skill Level | Usage |
|---|---|---|
| Spirit Cure | 1 | This skills allows you to cure your summoned spirit using your hp and sp. To achieve instacast you need Ventus alive and in passive mode, so making sure that Ventus last as long as possible is very helpful |
| Spirit Sympathy | 1 | This skill increases your summoned spirit max hp and sp. This skill helps in giving ventus a little bit more survivability, though not necessary |
Equipment
editAnother part of achieving instacast is the equipments you're using. Stacking variable cast time reductions is a must because your fixed cast time reductions has been taken care of by Ventus, which means you need to get some equipments enchanted, particularly with the spell enchants (please refer to the Malangdo Enchants, Fallen Angel Wing Enchants, RWC Accessory Enchants, and Temporal Boots Enchants page on how to get spell enchants). With the amount of equipments available, there are a lot of choices that you can use to reduce your variable cast time, it just amounts to whatever funds you may have and what situations you are using them for
Here are a list of equipments setups that you can use to reduce your variable cast time (note that these are just examples and not the only combinations available, you can mix and match them to suit your own needs) :
Variant 1
| Equipment | Note | Reduction (%) |
|---|---|---|
+9 Crown of Deceit [1]
|
carded with Kathryne Keyron Card
|
29 |
Thorn Staff of Darkness
|
Spell 3/3 enchanted | 16 |
+9 Fallen Angel wing [1]
|
Spell 4/4/4 enchanted | 30 |
RWC 2012 Pendant
|
Spell 3/3 enchanted | 16 |
RWC 2012 Pendant
|
Spell 3/3 enchanted | 16 |
| Total | 107 | |
Variant 2
| Equipment | Note | Reduction (%) |
|---|---|---|
+9 Crown of Deceit [1]
|
carded with Kathryne Keyron Card
|
29 |
Thorn Staff of Darkness
|
Spell 3/3 enchanted | 16 |
Orleans's Gown [1]
|
for uninterrupted cast | -15 |
+9 Fallen Angel wing [1]
|
Spell 4/4/4 enchanted | 30 |
Temporal Int Boots
|
Spell 4 enchanted | 10 |
RWC 2012 Pendant
|
Spell 3/3 enchanted | 16 |
RWC 2012 Pendant
|
Spell 3/3 enchanted | 16 |
| Total | 102 | |
Variant 3
| Equipment | Note | Reduction (%) |
|---|---|---|
+9 Skull Cap [1]
|
carded with Kathryne Keyron Card
+ combo with Thorn Staff of Darkness |
19 |
Sunglasses [1]
|
carded with Dark Illusion Card
|
10 |
+10 Thorn Staff of Darkness
|
Spell 4/4 enchanted | 20 |
Orleans's Gown [1]
|
for uninterrupted cast | -15 |
+9 Fallen Angel wing [1]
|
Spell 4/4/4 enchanted | 30 |
Temporal Int Boots
|
Spell 4 enchanted | 10 |
RWC 2012 Pendant
|
Spell 3/3 enchanted | 16 |
RWC 2012 Pendant
|
Spell 3/3 enchanted | 16 |
| Total | 102 | |
Variant 4
| Equipment | Note | Reduction (%) |
|---|---|---|
+13 Crown of Deceit [1]
|
carded with Kathryne Keyron Card
|
33 |
Thorn Staff of Darkness
|
Spell 4/4 enchanted | 20 |
+9 Fallen Angel wing [1]
|
Spell 4/4/4 enchanted | 30 |
Temporal Int Boots
|
Spell 4 enchanted | 10 |
RWC 2012 Pendant
|
Spell 3/3 enchanted + carded with Phen Card for uninterrupted cast
|
-9 |
RWC 2012 Pendant
|
Spell 3/3 enchanted | 16 |
| Total | 100 | |































