Magic
About Magic
Magic is the casting of spells for various purposes, be they for healing, harming protection, or even teleporting.
Required Levels
Unlike other skills, the levels given are required, not just recommended. You cannot cast a spell until you reach the level shown for it. Also unlike other skills, you can reach a point where you never fail.
With the exception of the level 0 "Heal" spell, all spells have a chance of failing so you'll have to try them again. However, once you're 28 levels above the required level, the spells will be guaranteed success, no failures.
Example: You can cast "Restoration" at level 21, but may fail. 28 levels later at level 49, you will always succeed.
Needed Nexus
There are no needed Nexus for the Magic skill. Despite its name, the Magic Nexus has nothing to do with the Magic skill.
Leveling Magic
Leveling in this skill is done by using magic spells.
God: You can get up to 20% additional experience while casting spells if you worship Unolas, the magic god.
Special Day: Day of Magic gives you double your normal magic experience. A stone is available for players to start the day.
Special Day 2: Day of Half Cooldowns does not provide more experience, but with half cooldown on mana restoration potions it can make quickly poofing out spells for experience easier.
Quests: There are no tutorial or daily Quests for Magic experience, but some of the one-time quests give magic experience. Wait until a Day of Magic happens to get double experience when you complete them.
Magic Arenas
Arenas are not schools, so do not provide double experience. Magic Arenas provide the ability to perform attack spells on other players without other means of attack (no fighting combat will occur, no summons will attack, etc., unlike PK arenas).
You can level magic using spells against a fellow player here. It was neutered long ago though: The Mana Drain Spell, a popular magic leveling spell, will not give any experience in the magic arenas. These days, magic arenas are never really used, players preferring to go to less trafficked PK areas (or even on guild maps) to mana drain each other.
Magic Schools are not Magic Arenas - Despite their name, the magic schools in Tarsengaard, Arius, and Palon Vertas are not the same as magic arenas. They may or may not have magic arena areas within them. Only the list below are working magic arenas.
- Seridia
- Naralik - Magic Arenas
Located in the northeast corner of the map, the building has two separate magic arena areas. - Ruins of Tirnym - Magic Arena
An oddity, you will have to solve riddles or teleport-to-range to get to the actual arena area. - Tarsengaard - Magic School Garden
The southwest part of the garden has an odd magic arena, where you'll have to teleport-to-range onto poles to use it. - Irilion
- Arius - Magic School - Magic Arena
A small room within the school acts as a magic arena. - Palon Vertas - Magic School - Magic Arena
Multiple areas within the room to teleport to. Note that one of them is full PK so use the tab map to select the area to use carefully. - Willowvine Forest - Skill Academy - Magic Arena
Directly south of storage in the academy, teleport across to where the ladder is to enter.
All Sigils
You have to purchase specific sigils from the two magic shops in White Stone in order to cast spells. However, they're permanent, so once you purchase a sigil once, you'll never have to purchase it again.
Four of the sigils have no use, so there's no reason to buy them.
Regia sells sigils in the city. Salina sells them in Grahm's Village.
Click the column names to select the order.
Sigil | Seller | Price |
---|---|---|
Has No use | Regia | 400 |
Change | Regia | 400 |
Create | Salina | 700 |
Has No use | Salina | 700 |
Decrease | Regia | 400 |
Has No use | Salina | 700 |
Has No use | Regia | 400 |
Energy | Salina | 700 |
Fire | Regia | 400 |
Global | Regia | 400 |
Health | Salina | 700 |
Increase | Regia | 400 |
Knowledge | Salina | 700 |
Life | Salina | 700 |
Local | Regia | 400 |
Magic | Salina | 700 |
Matter | Salina | 700 |
Move | Regia | 400 |
Permanent | Regia | 400 |
Protection | Salina | 700 |
Remove | Salina | 700 |
Restore | Regia | 400 |
Space | Regia | 400 |
Spirit | Salina | 700 |
Temporary | Regia | 400 |
Water | Regia | 400 |
Sigil | Seller | Price |
All Spells
Click the column names to select the order.
Tables are best seen on a computer or landscape view.
Image | Item | Required Level | Base Exp | Mana | Reagents (Essences) | Sigils | Description |
---|---|---|---|---|---|---|---|
Heal | 0 | 5 | 5 | 1 Health | Increase Health | Restores 10 HP. | |
Remote Heal | 4 | 15 | 8 | 2 Health 1 Magic | Increase Global Health | Restores some HP on a remote target. | |
Magic Protection | 6 | 30 | 10 | 1 Energy 1 Magic | Create Magic Protection | Increases resistance to magic by +8 for approximately 3 minutes. | |
Shield | 9 | 40 | 11 | 1 Matter | Create Matter Protection | Increases armor by +3 for approximately 2 minutes. | |
Poison | 12 | 50 | 14 | 2 Death | Temporary Decrease Life | Poisons the target based on magic level. | |
Teleport to Range | 15 | 65 | 15 | 1 Energy 1 Matter 1 Spirit | Move Change Local Space | Allows you to teleport to a nearby location (within a 20-step range). | |
Harm | 20 | 80 | 25 | 3 Death 5 Health | Remove Health | Inflicts magic damage on the target, based on magic level and rationality. | |
Restoration | 21 | 95 | 25 | 4 Health | Restore Life | Restores some of your health, the amount based on magic level and rationality. | |
Bones to Gold | 23 | 100 | 30 | 1 Energy 2 Matter | Permanent Change Matter | Turns all bones in inventory to gold coins. No bones actually required to gain experience. Also requires alchemy level 20 to cast, and gives 50 base alchemy experience. | |
Teleport to Portals Room | 24 | 105 | 20 | 5 Energy 1 Matter 1 Spirit | Move Change Global Space | Teleports to a room where you can access all primary maps on the same continent. | |
Life Drain | 27 | 120 | 20 | 3 Life | Move Change Life | Damages the target and gives you some health back, based on magic level and rationality. | |
Magic Immunity | 30 | 140 | 30 | 1 Energy 2 Magic | Create Increase Magic Protection | Makes you mostly immune to negative spells and special effects dealt by creatures for approximately 90 seconds. | |
Heal Summoned | 33 | 110 | 25 | 2 Health 2 Life 2 Spirit | Local Space Health Spirit | Heals your summoned creatures in a 16x16 range around you. | |
Smite Summoned | 36 | 120 | 30 | 3 Death 2 Matter 2 Spirit | Local Space Remove Life | Inflicts damage to summoned creatures that are not yours within a 16x16 range around you. | |
Heat Shield | 37 | 200 | 25 | 3 Energy 3 Matter 4 Water | Create Fire Protection | Protects you from heat damage for approximately 2 minutes. | |
Cold Shield | 38 | 230 | 27 | 3 Energy 3 Matter 4 Fire | Create Water Protection | Protects you from cold damage for approximately 2 minutes. | |
Radiation Shield | 39 | 260 | 30 | 3 Energy 3 Matter 4 Magic | Create Matter Energy Protection | Protects you from radiation damage for approximately 2.5 minutes. | |
Mana Drain | 40 | 200 | 20 | 6 Air | Move Change Magic | Absorbs mana from the target, giving it to you. The amount of mana depends both on magic level and rationality. | |
Heal Allies | 40 | 120 | 24 | 3 Health 2 Magic | Increase Local Health | Restores some health to up to 4 members of your guild who are nearby, the amount of health based on your magic level. | |
True Sight | 45 | 300 | 20 | 4 Energy 4 Magic 4 Spirit | Create Matter Knowledge | Allows you to see invisible characters for approximately 1 minute. | |
Intercontinental Teleport to Portals Room | 50 | 220 | 40 | 4 Matter 10 Energy 12 Spirit | Change Global Space | Teleports to the Portal Room of the continent opposite of the one you're on. | |
Invisibility | 50 | 400 | 30 | 10 Air 10 Energy 10 Matter | Remove Matter Knowledge | Makes you invisible for approximately 30 seconds. | |
Image | Item | Required Level | Base Exp | Mana | Reagents (Essences) | Sigils | Description |