Magic Skills

The nine skills of magic. The general rules (gain window, total cap, NPC trainers) are on the Skills page.

The spell names and icons come from the game's own art; the small pictures on this page are the same icons you see in the game.

Magery

The main branch of magic, with eight circles. It needs a spellbook + reagents + mana.

Where to start: buy an empty spellbook and 1st circle scrolls (Heal, Magic Arrow, Clumsy, Weaken) from any mage merchant. You write a spell into the book by dragging the scroll onto it. Reagents are sold by the same merchant.

Which circle to train: every circle has a lower threshold; gains run from that threshold up to 40 points above it. The most efficient way is to cast the highest circle whose threshold you have passed.

Skill What to cast Circle's lower threshold
0–9 2nd circle: Agility, Strength, Cunning, Cure, Harm −4
10–23 3rd circle: Fireball, Bless, Poison, Teleport 10
24–37 4th circle: Greater Heal, Lightning, Curse, Recall 24
38–51 5th circle: Paralyze, Summon Creature, Mind Blast, Blade Spirits 38
52–65 6th circle: Energy Bolt, Explosion, Invisibility, Mark 52
66–79 7th circle: Flame Strike, Chain Lightning, Gate Travel 66
80–120 8th circle: Energy Vortex, Earthquake, Resurrection, the elementals 80

Where scrolls come from: mage merchants sell 1st–3rd circle scrolls (12 / 22 / 32 gp). The mages of Britain and Moonglow also sell two ready-made books: Ready Spellbook (Circles 1-3) (24 spells, 2,000 gp) and Ready Spellbook (Circles 1-6) (48 spells, 12,000 gp); they are right below the plain spellbook in the buy list. That is the price of buying instead of collecting; the skill still rises by casting. 7th and 8th circle scrolls come from loot (creature corpses, treasure chests) or from a scribe player who has that spell in their book.

A scroll makes it two circles easier. If you cast a spell from a scroll instead of the book, the skill required drops by two circles — even with 0 skill you can cast a 3rd circle scroll. Casting scrolls at low levels is both cheap and fast.

Waiting when mana runs out: without Meditation, Magery progresses slowly; raise the two together.

Scenario — the lone mage: while hunting creatures with spells, your mana runs out and the creature comes at you. Take a hired fighter or paladin with you and give them Command: Guard: they fight hand to hand whatever attacks you, while you stay back casting and meditate when your mana runs out. How to hire → Hireling NPCs

Meditation

Regains mana quickly. Open the Skills button on your paperdoll and press the blue button to the left of Meditation.

It has three conditions to work:

How it rises: spend mana, sit down, meditate. The success chance is higher when your mana is only a little short; casting small spells and meditating often teaches faster than always working with empty mana.

Evaluating Intelligence

Raises the damage of your spells and shows a target's mana/intelligence.

How it rises: press the blue button in the Skills window, then click a creature (an NPC or a monster). It is the mage's version of Anatomy; it also develops as you cast spells in combat.

Spirit Speak

It has two jobs:

How it rises: use it from the Skills window. Using it again and again in a place full of the dead (a cemetery, a dungeon) is the fastest way. It is Necromancy's health-giving companion skill.

Necromancy

The dark branch of magic: raising corpses, curses, shape-shifting. The necromancer spellbook costs 115 gold at the mage merchant; spells are written into the book from scrolls, and the reagents (grave dust, daemon blood, pig iron, nox crystal, bat wing) are sold by the same merchant.

Every spell has its own lower threshold; gains run up to 40 points above it:

Skill What to cast
0–19 Curse Weapon (threshold 0)
20–29 Blood Oath, Corpse Skin, Evil Omen, Pain Spike (threshold 20)
30–39 Summon Familiar, Mind Rot (threshold 30)
40–49 Animate Dead, Horrific Beast (threshold 40)
50–59 Poison Strike (threshold 50)
60–64 Wither (threshold 60)
65–69 Strangle (threshold 65)
70–79 Lich Form (threshold 70)
80–98 Vengeful Spirit (threshold 80)
99–120 Vampiric Embrace (threshold 99)

No gains from scrolls: a necromancy scroll does not raise your skill (its lower and upper thresholds are the same); you only learn by casting from the book.

It is used together with Spirit Speak: that is necromancy's source of health.

Chivalry

The way of light: consecrated weapons, healing, driving out evil. The Book of Chivalry costs 140 gold from the Keeper of Chivalry in Luna, Malas.

Chivalry does not run on reagents but on tithing: you go to a shrine and tithe gold, and your tithing points are spent per spell (most spells cost 10 points).

Skill What to cast
0–14 Close Wounds (threshold 0), Cleanse by Fire (threshold 5)
15–24 Consecrate Weapon (threshold 15)
25–34 Divine Fury (threshold 25)
35–44 Dispel Evil (threshold 35)
45–54 Enemy of One (threshold 45)
55–120 Holy Light (threshold 55), Remove Curse, Sacred Journey, Noble Sacrifice

Karma matters: the strength of chivalry spells depends on good karma; stealing and killing innocents weaken a paladin.

Spellweaving

The elves' branch of magic (Mondain's Legacy). Its book is not sold by merchants; it is unlocked through the Heartwood quest chain.

At the moment the NPCs of this chain do not spawn on our server — so if you put points into Spellweaving, you will have no book to use. This page will be updated when the Heartwood quests open; until then, put your points into another branch.

Mysticism · Imbuing

Not in this era. Both are skills of the Stygian Abyss era; since our server is in the Mondain's Legacy era, mysticism spells are not registered and there is no imbuing station. They show in the skill list but do nothing — do not put points into them.


Other guides: Combat · Crafting · Gathering · Nature · Bard and Shadow · Other