Sorcerer Race: Odds and Star Stats

By Iron Soul Guides Team Published Updated Official + community evidence · reviewed September 4, 2026
Sorcerer Race: Odds and Star StatsIron Soul: Dungeon · Updated 2026-09-04

What this page helps you decide: Whether a 2.10% hunt is affordable on your reroll income, and which of Sorcerer's four lines the official guidance says is the weakest.

Sorcerer is the most common of the Epic races at a published 2.10%, sixth of 13 by draw rate, and the first race on the table with four bonus lines. It gives Critical Rate 10%, 15%, 20%, Critical Damage 15%, 22%, 30%, Skill Damage 10%, 15%, 20% and Ultimate Charge Rate 20%, 30%, 40%. At 2.10% the draw averages 47.6 rerolls, even odds arrive at 33 and 90% confidence takes 109, while three stars averages 143 rerolls in total. It is also the race where third-party odds diverge most visibly from the official template: one widely copied guide publishes 1.6% for the same race, which is a 24% understatement of your actual chances.

Official promotional image from Iron Soul: Dungeon
One starThree starsCritical Damage15%30%Critical Rate10%20%Rerolls needed47.6143
Sorcerer critical and skill lines at one star against three stars

All four Sorcerer lines, star by star

Critical Rate runs 10%, 15%, 20%. Critical Damage runs 15%, 22%, 30%. Skill Damage runs 10%, 15%, 20%. Ultimate Charge Rate runs 20%, 30%, 40%. The critical damage line is one of the 13 cases on the table where one and a half times the base is a fraction: 22.5 becomes 22, rounded down, while three stars is exactly double at 30. That single value is a useful test of any other source you read. A site that describes two stars as the halfway point would print 22.5, and a site that says three stars is doubled while printing 22 at two stars has copied the numbers without checking them. The official template prints 15, 22, 30.

Which of the four lines actually earns its place

The official sub-stats page gives each of these stats a recommendation, and they are not equal. Critical Damage is rated rare and capped at three lines. Skill Damage is capped at four. Critical Rate has no single cap but a published per-weapon band: 65 to 90% for light weapons and gauntlets, 80 to 90% for staffs, 90 to 100% for heavy weapons and bows. Ultimate Charge Rate is the only one the page actively advises against stacking, on the grounds that the ultimate is not hard to fill. So of Sorcerer's four lines, three are stats the official guidance wants you to build toward and one is a stat it tells you not to chase. That is still a strong race, but the four-line count oversells it slightly.

Where Sorcerer sits, and where the published rates disagree

Sorcerer is sixth by draw rate, 12 times rarer than a common and roughly ten times more likely than a 0.20% mythical. Within the Epic band it is the most common entry, ahead of Fairy at 1.70% and Dragoon at 1.00%. Third-party numbers for it vary more than for any other race we checked: one guide site publishes 1.6% for Sorcerer and 1.2% for Fairy, and the same site labels both as Legendary where the official template says Epic. A second Fandom wiki, editing an older snapshot, agrees exactly with the official 2.10%. When two of three sources agree and the third does not close to 100.00%, the arithmetic settles it.

Step-by-Step

  1. Plan against 33 rerolls for an even chance. That is more than a full Battle Pass season, which yields 28, so a Sorcerer hunt needs codes or purchases on top.
  2. Value the two critical lines together. Sorcerer is the first race that supplies both rate and damage, which is what makes critical damage convert instead of sitting idle.
  3. Discount the Ultimate Charge Rate line. The official sub-stats page advises against stacking it because the ultimate already fills easily, so treat 40% at three stars as a bonus rather than a reason to hunt.
  4. Check the rate you are planning against. The official template says 2.10%; a widely mirrored third-party table says 1.6%, and the arithmetic on the official table is what closes to 100.00%.

Data Tables

Sorcerer bonus values at one, two and three stars
BonusOne starTwo starsThree stars
Critical Rate10%15%20%
Critical Damage15%22%30%
Skill Damage10%15%20%
Ultimate Charge Rate20%30%40%

Values from the official Template:Races. The 15 to 22 to 30 critical damage line is one of 13 places on the table where the two star value is rounded down from a fraction.

Published Sorcerer draw rate by source
SourceSorcerer rateWhole table sums to
Official Template:Races2.10%100.00% without Dragoon
Second Fandom wiki, older snapshot2.10%100.00% across 11 races
Third-party guide site1.6%Not stated

We use the official figure. The two wikis agree with each other; the third-party site differs on this race and on Fairy, and also relabels both as Legendary rather than Epic.

Tips & Notes

  • A whole Battle Pass season of 28 rerolls gives a 44.8% chance of at least one Sorcerer, so slightly worse than a coin flip.
  • Sorcerer and Fairy carry the same four stats. Fairy is one point higher on every line at one star and is rarer, which is the only difference between them.

FAQ

What are the Sorcerer race odds in Iron Soul: Dungeon?

2.10% per reroll on the official race template. That averages 47.6 rerolls, with even odds at 33 and 90% confidence at 109.

Why do some sites say Sorcerer is 1.6%?

One widely copied third-party table publishes 1.6%. The official template and a second Fandom wiki both publish 2.10%, and only the official set sums to 100.00% once the Season 1 race is removed.

Is the Ultimate Charge Rate line worth anything?

It is real but low priority. The official sub-stats page recommends against stacking ultimate charge because the ultimate already fills easily during normal play.

Rarity
Epic
Published draw rate
2.10%, 6th of 13
Average rerolls
47.6
Even odds at
33 rerolls
Chance in 28 rerolls
44.8%

Sources