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:
- Your mana must not be full. When it is full, it says "You are at peace." and nothing happens.
- Your hands must be free. A weapon or shield in your hands is put in your backpack.
- Your armor must not block meditation. Plate and chain armor stop regeneration: "Regenerative forces cannot penetrate your armor." Leather, cloth and mage clothing cause no problem.
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:
- You understand ghosts. A dead player's speech comes through to you (otherwise you hear "oOOo").
- You draw health from a nearby corpse. If there is a corpse within 3 tiles that has not been drawn from before, it is free; without a corpse it costs 10 mana. The healing is a quarter of your skill plus 1–5 points — 26–30 health per use at 100 skill.
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
2nd circle: Agility, Strength, Cunning, Cure, Harm
3rd circle: Fireball, Bless, Poison, Teleport
4th circle: Greater Heal, Lightning, Curse, Recall
5th circle: Paralyze, Summon Creature, Mind Blast, Blade Spirits
6th circle: Energy Bolt, Explosion, Invisibility, Mark
7th circle: Flame Strike, Chain Lightning, Gate Travel
8th circle: Energy Vortex, Earthquake, Resurrection, the elementals
Curse Weapon (threshold 0)
Blood Oath, Corpse Skin, Evil Omen, Pain Spike (threshold 20)
Animate Dead, Horrific Beast (threshold 40)
Vengeful Spirit (threshold 80)
Vampiric Embrace (threshold 99)
Close Wounds (threshold 0), Cleanse by Fire (threshold 5)
Consecrate Weapon (threshold 15)
Divine Fury (threshold 25)
Dispel Evil (threshold 35)
Enemy of One (threshold 45)
Holy Light (threshold 55), Remove Curse, Sacred Journey, Noble Sacrifice