The Scholar tree contains skills which help with sensing mana, hidden things and the world’s events. Priests keep a party alive, Traders keep the gears of commerce turning, and Sages chase magic to its source - inscribing, discovering, and eventually bending distance itself.

graph TD
    MagicSense["Magic Sense (1-5)"]
    Sense["Sense (1)"]
    Ruwach["Ruwach (1)"]
    Observation["Observation (1-5)"]
    Gate["5+ pts in Scholar Tree"]
    Priest["Priest"]
    Trader["Trader"]
    Sage["Sage"]

    MagicSense -->|Lv.1| Sense
    MagicSense -->|Lv.2| Ruwach
    MagicSense -->|Lv.3| Observation
    MagicSense -.-> Gate
    Sense -.-> Gate
    Ruwach -.-> Gate
    Observation -.-> Gate
    Gate -.->|unlocks| Priest
    Gate -.->|unlocks| Trader
    Gate -.->|unlocks| Sage

Magic Sense Max Lv. 5

Type Active·Mana Cost 12·Cast Time 2s·Cooldown 10s·Duration 15s·Range Self·Target Self

A prickle at the back of the mind that flags mana at work nearby, and picks apart what spell an item or entity carries bound to it.

Sweeps the area around the caster once per cast. What comes back gets sharper with rank: first that something is there, then where it is, and finally what it actually does. Local mana concentration adds to the range in a mana-rich region and eats into it in a drained one.

Lv.RangeWhat It Reveals
110mThat something nearby carries mana
220mDirection and rough strength of each source
330mThe element the mana belongs to
440mThe exact spell bound to an item or place
550mWho bound it, and what trigger a Spell Binding is waiting for

Mana sources are spell fields on the ground (walls, zones, songs, Mana Circles), anything under a buff or debuff (ward stones too), enchanted items lying on the ground, and mana crystals and aetherite. The marks show on the compass for 15 seconds, with a line in the chat. Strength reads as faint below Potency 50, strong below 150, and overwhelming above.

Sense Max Lv. 1

↳ Requires Magic Sense Lv. 1

Type Active·Mana Cost 6·Cast Time 1s·Cooldown 3s·Range 12·Target Enemy

Cast on a monster to read what mana and instinct alone can tell about it.

Reveals the monster status values, element, kind, size, HP and Mana in a small popup next to it.
Ruwach Max Lv. 1

↳ Requires Magic Sense Lv. 2

Type Active·Mana Cost 14·Cast Time Instant·Cooldown 10s·Duration 10s·Range 10m·Target Self

A pulse of second sight that peels back concealment - hidden traps, hiding Bestia and cloaked Assassins stand out for what they are. Useful to any Scholar, whether they’re scrying old ruins or walking a party into an ambush.

While it is active, every second it ends Hide and Cloak on everyone within 10m of the caster, so they stand revealed for everybody. Detection resistance does not help against it.

Observation Max Lv. 5

↳ Requires Magic Sense Lv. 3

Type Active·Mana Cost 20·Cast Time 5s·Cooldown 60s·Range 0·Target Observation Outpost

The Scholar’s ear to the ground - a sense for the direction and distance of world-changing events long before word of them travels.

Detects nearby world events like mana rifts which open, spawned bosses or other world changing events. It reads events, not things: a Resource Sense finds the ore vein, a Scry looks at a place you are not standing in, and a Magic Sense picks apart a single spell. Observation is the only one that notices something is about to happen.

It only works at an Observation Outpost, and the distance counts from the outpost. An outpost is built in the wild from an outpost kit, which is made with Carpentry. Level 1 is needed to build it. A Bestia can keep watch there while you are away.

Lv.Detection Distance
11km
22km
33km
44km
55km

Priest

Priests channel mana into blessings that keep a party alive - restoring health, lifting curses, and bolstering the vitality of Bestia out in the field.

The Priest has two routes. The Cleric is the full support of a party: heals, blessings and wards. The Exorcist hunts Demons and the Undead with holy light and holy water.

graph TD
    MagicSense[/"Magic Sense (Scholar Tree)"/]

    Heal["Heal (1-10)"]

    Suffragium["Suffragium (1)"]
    Gloria["Gloria (1)"]

    AquaBenedicta["Aqua Benedicta (1)"]
    StatusRecovery["Status Recovery (1)"]
    Aspersio["Aspersio (1-3)"]

    Blessing["Blessing (1-5)"]
    IncreaseAGI["Increase AGI (1-3)"]
    KyrieEleison["Kyrie Eleison (1-3)"]
    Pneuma["Pneuma (1)"]
    Magnificat["Magnificat (1-3)"]


    SignumCrucis["Signum Crucis (1-3)"]
    HolyLight["Holy Light (1-5)"]
    DemonBane["Demon Bane (1-5)"]
    TurnUndead["Turn Undead (1-3)"]
    LexAeterna["Lex Aeterna (1)"]
    MagnusExorcismus["Magnus Exorcismus (1-3)"]

    Sanctuary["Sanctuary (1-3)"]
    Resurrection["Resurrection (1)"]

    MagicSense -->|Lv.2| Gloria
    MagicSense -->|Lv.2| Suffragium

    Heal -->|Lv.2| StatusRecovery
    Heal -->|Lv.3| Blessing

    SignumCrucis -->|Lv.1| AquaBenedicta
    Heal -->|Lv.8| Resurrection
    StatusRecovery -->|Lv.1| Resurrection
    AquaBenedicta -->|Lv.1| Aspersio


    Blessing -->|Lv.3| Magnificat
    KyrieEleison -->|Lv.3| Magnificat
    KyrieEleison -->|Lv.2| Pneuma

    SignumCrucis -->|Lv.2| HolyLight
    SignumCrucis -->|Lv.2| DemonBane
    HolyLight -->|Lv.3| LexAeterna
    HolyLight -->|Lv.3| TurnUndead
    HolyLight -->|Lv.5| MagnusExorcismus
    DemonBane -->|Lv.3| TurnUndead
    TurnUndead -->|Lv.3| MagnusExorcismus

    Magnificat -->|Lv.3| Sanctuary
    Pneuma -->|Lv.1| Sanctuary

Heal Max Lv. 10

Type Active·Mana Cost per Lv.·Cast Time 1.5s·Cooldown None·Range 9·Target Ally

Channels mana directly into a target’s wounds, restoring HP in an instant. The Priest’s bread and butter - simple, reliable, and the first rite every Priest learns.

Heals a target’s HP for [(BaseLV+INT)/8]*(4+8*SkillLV). Against an Undead property foe, it is a holy attack that ignores SMDEF and INT, but deals only half damage - that is, HealValue * ElementModifier / 2. An Undead that is no foe, like an ally’s Bestia, is neither healed nor hurt. Targeting a monster with a healing spell has to be deliberate, so the client asks for Shift rather than a plain click.

Lv.Mana Cost
113
216
319
422
525
628
731
834
937
1040
Suffragium Max Lv. 1

↳ Requires Magic Sense Lv. 2

Type Active·Mana Cost 18·Cast Time Instant·Cooldown 20s·Duration 30s·Range 9·Target Ally

A murmured rite that lightens the burden of spellcasting for a short while - a Sage burning through scrolls, a Priest chaining blessings and a Trader rushing a linking ritual all feel the difference equally.

The next cast bar the target starts within 30s is 30% shorter. An instant spell does not use it up.
Gloria Max Lv. 1

↳ Requires Magic Sense Lv. 2

Type Active·Mana Cost 22·Cast Time 2s·Cooldown 30s·Duration 90s·Range 30m·Target Party

A quiet benediction that lets a crafter’s hands find the better cut. Every item the party starts crafting while it holds rolls its random stats with better odds.

+15 percentage points to the chance of every random stat slot and socket of the item. It reaches the party members within 30m of the caster and their Bestias; without a party, the caster and its own Bestias. What counts is the moment a craft starts: a station’s queue rolls each item with the worker’s blessing at the time it is made.

Aqua Benedicta Max Lv. 1

↳ Requires Signum Crucis Lv. 1

Type Active·Mana Cost 12·Cast Time 3s·Cooldown 5s·Range 0·Target Self

The rite of blessing plain water into Holy Water. User must be standing in water, consuming an Empty Bottle in the process. Holy Water is the reagent behind Aspersio and several higher rites.

Shallow water counts. Only the water the world was made with counts so far, not a dug pond or a flood. A Priest on dry land is told so before the cast bar starts.
Blessing Max Lv. 5

↳ Requires Heal Lv. 3

Type Active·Mana Cost 28·Cast Time 2s·Cooldown None·Duration per Lv.·Range 9·Target Ally

A benediction that steadies body and mind and lends striking power, raising an ally’s core stats for a short while.

On an Undead or Demon foe it turns into a curse: it halves DEX and INT instead. The curse is harm, so it only lands where a blow could: never on an ally’s Undead Bestia or in a warded zone. Like Heal, Shift aims it at a monster.

Lv.STR/INT/DEXHITATK and MATKDuration
1+2+4+380s
2+4+8+6120s
3+6+12+9160s
4+8+16+12200s
5+10+20+15240s
Increase AGI Max Lv. 3

Type Active·Mana Cost 20·Cast Time Instant·Cooldown None·Duration per Lv.·Range 9·Target Ally

Lightens a target’s limbs with borrowed haste, quickening step and swing alike.

Grants a flat +15% Movement Speed at any level, plus the table below. The bonus only lasts while the buff holds, and it stacks with the permanent Quick Travel, so a well-buffed traveller adds both.

Lv.AGIASPDDuration
1+4+1%80s
2+6+3%120s
3+8+5%160s
Kyrie Eleison Max Lv. 3

Type Active·Mana Cost 30·Cast Time 1s·Cooldown 15s·Duration 60s·Range 9·Target Ally

A shimmering ward of mana that stands between a target and harm, soaking up a number of hits before it gives out.

Each blow or spell that lands takes away up to the absorbed share of the target’s max HP, and uses up one hit. A burn or a poison tick is no hit and passes through. Casting it again brings back all of its hits.

Lv.Hits AbsorbedDamage Absorbed per Hit
11+10% of HP
22+20% of HP
33+30% of HP
Pneuma Max Lv. 1

↳ Requires Kyrie Eleison Lv. 2

Type Active·Mana Cost 25·Cast Time 1s·Cooldown 10s·Duration 20s·Range 6·Target Ground

Lays a veil of still air over a patch of ground; anything standing in it becomes untouchable by arrows, bolts and thrown weapons, though a blade still finds its mark.

The veil covers the 3x3 tiles around the spot. It shelters everyone inside, friend or foe: every ranged physical hit at them misses, as inside a Wind Ward. Spells still land.
Signum Crucis Max Lv. 3

Type Active·Mana Cost 16·Cast Time 1s·Cooldown 8s·Duration per Lv.·Range 9·Target Enemy

The sign traced in the air before every holy rite. It burns a sigil onto a target that pries their guard open, and bites hardest into things that should not be walking around in the first place. Every other holy skill a Priest learns starts here.

The sigil cuts physical DEF, both the soft DEF from VIT and the hard DEF of armour. MDEF stays. On a Demon or an Undead the extra cut adds to it.

Lv.DEF ReductionExtra vs Demon/UndeadDuration
110%10%30s
220%20%45s
330%30%60s
Holy Light Max Lv. 5

↳ Requires Signum Crucis Lv. 2

Type Active·Mana Cost 24·Cast Time 1.5s·Cooldown None·Range 9·Target Enemy

Condenses raw holy mana into a single searing beam - the Priest’s answer to needing to deal damage rather than mend it.

A holy bolt of MATK * (100% + bonus), weighed by the element table, less MDEF.

Lv.MATK
1+10%
2+20%
3+30%
4+40%
5+50%
Demon Bane Max Lv. 5

↳ Requires Signum Crucis Lv. 2

Type Passive

Years spent studying the weak points of the unholy pay off - every strike against a Demon or Undead lands harder, and what they strike back with lands softer.

A Demon or Undead is a Demon or Undead kind, or anything of the Undead element. Each column is one damage modifier category, so an Undead of the Undead element counts once.

Lv.Damage vs Demon/UndeadDamage Taken from Demon/Undead
1+5%-6%
2+10%-12%
3+15%-18%
4+20%-24%
5+25%-30%
Status Recovery Max Lv. 1

↳ Requires Heal Lv. 2

Type Active·Mana Cost 20·Cast Time Instant·Cooldown 10s·Range 9·Target Ally

Clears the fog from a target’s mind - lifting Blind, Confused and Feared in a single rite.

Aspersio Max Lv. 3

↳ Requires Aqua Benedicta Lv. 1

Type Active·Mana Cost 22·Cast Time 2s·Cooldown 10s·Duration per Lv.·Range 2·Target Ally

Anoints a weapon with Holy Water, temporarily imbuing its strikes with the holy element. Consumes one Holy Water per cast.

Melee blows strike as Holy. A weapon holds one element: Aspersio replaces an Endow, and an Endow replaces it.

Lv.Duration
160s
2120s
3180s
Turn Undead Max Lv. 3

↳ Requires Demon Bane Lv. 3 and Holy Light Lv. 3

Type Active·Mana Cost 30·Cast Time 2s·Cooldown 5s·Range 9·Target Enemy

A judgment of pure holy mana that punches through armor and unravels the unnatural knot holding an undead together.

Higher levels raise the chance of an instant kill against sufficiently weak undead.

Inflicts single target Holy damage that ignores MDEF. If the target is Undead, by kind or by element, this spell has a chance of immediately ending its existence. A boss is never destroyed outright.

Lv.Base Chance of Effect
18%
224%
340%
  Chance of Effect = [Base_Chance_of_Effect + (BaseLv ÷ 10) + (INT ÷ 10) + (WIL ÷ 10) + {1 − (Target_HP ÷ Target_MaxHP)} × 20]%
Damage = Holy Light damage of the same skill level, without MDEF
  
Lex Aeterna Max Lv. 1

↳ Requires Holy Light Lv. 3

Type Active·Mana Cost 18·Cast Time Instant·Cooldown 15s·Duration 20s·Range 9·Target Enemy

Marks a single foe so that the very next hit it takes lands twice as hard. The mark breaks the instant it’s used, whoever lands that hit.

The next blow or spell that lands counts twice. A burn or a poison tick is no hit and leaves the mark alone.
Magnificat Max Lv. 3

↳ Requires Kyrie Eleison Lv. 3 and Blessing Lv. 3

Type Active·Mana Cost 35·Cast Time 3s·Cooldown 60s·Duration 90s·Range 30m·Target Party

A hymn of thanksgiving that quickens the natural recovery of everyone within earshot.

It reaches the party members within 30m of the caster and their Bestias; without a party, the caster and its own Bestias.

Lv.HP/Mana Regeneration
1+10%
2+20%
3+30%
Magnus Exorcismus Max Lv. 3

↳ Requires Turn Undead Lv. 3 and Holy Light Lv. 5

Type Active·Mana Cost 60·Cast Time 5s·Cooldown 30s·Duration 15s·Range 12·Target Ground

The Priest’s offensive capstone: a pillar of holy mana erupts around the target spot, searing everything caught in it and the undead and demonic worst of all.

The pillar covers 7x7 tiles. Every 3s a holy wave hits each foe inside, five waves over its 15s, weighed by the element table. Players and their Bestias are never hit.

Lv.MATKBonus Damage vs Demon/Undead
1+15%+10%
2+30%+20%
3+45%+30%
Sanctuary Max Lv. 3

↳ Requires Magnificat Lv. 3 and Pneuma Lv. 1

Type Active·Mana Cost 50·Cast Time 3s·Cooldown 30s·Duration 30s·Range 6·Target Ground

Consecrates a patch of ground into holy ground: allies standing in it are steadily mended, while any undead or demon caught inside burns instead.

It covers 5x5 tiles. Every second it heals each ally standing within the table’s share of their own max HP. A Demon or Undead foe takes the same share of the Priest’s max HP as holy damage instead, weighed by the element table. Other foes are left alone.

Lv.Max HP Healed per Second
1+5%
2+10%
3+15%
Resurrection Max Lv. 1

↳ Requires Heal Lv. 8 and Status Recovery Lv. 1

Type Active·Mana Cost 120·Cast Time 10s·Cooldown 10 min·Range 5·Target Ally

The rite few Priests ever master - it channels enough mana to call a fallen Bestia or Master back over the threshold, returning them to the world with a portion of their HP restored. Long cooldown; can not be used on the caster.

The fallen stands up where it lies with 30% of its HP. Nothing locks the body: two Priests may raise the same ally at once. Only the caster’s own cooldown limits the rite.

Trader

Coin has its own kind of magic. Traders read markets instead of mana flows, linking auction houses together, minting the coin everyone else trades in, and looking out for goods that might otherwise walk off on their own.

The Trader has two routes. The Merchant buys cheap, sells dear and runs stalls and auction houses. The Moneyer recovers scrap and mints coin.

graph TD
    Scavenger["Scavenger (1-5)"]
    TradePostOwner["Trade Post Owner (1-5)"]
    Minting["Minting (1-5)"]
    TradeAgreement["Trade Agreement (1-5)"]
    HonorableCitizen["Honorable Citizen (1-5)"]
    Haggling["Haggling (1-5)"]
    StreetStall["Street Stall (1-5)"]

    Scavenger -->|Lv.3| Minting
    TradePostOwner -->|Lv.3| TradeAgreement
    Haggling -->|Lv.2| StreetStall

    Minting -->|Lv.2| HonorableCitizen
    TradeAgreement -->|Lv.1| HonorableCitizen

Scavenger Max Lv. 5

Type Passive

A scrapper’s eye for what’s still worth keeping - coaxes more usable components out of anything broken down for parts.

Lv.Recycle Chance
1+10%
2+20%
3+30%
4+40%
5+50%
Minting Max Lv. 5

↳ Requires Scavenger Lv. 3

Type Active·Mana Cost 15·Cast Time 10s·Cooldown 0s·Range 2·Target Mint

The final step between a fistful of raw gold and coin that actually spends. Allows the master to mint gold bars into gold coins. See Currency for how the world’s money supply is minted from mined gold.

Level 1 allows you to place a Mint. The cast only places the mint or opens its recipes. The minting itself takes the craft duration of the bar.

A mint never creates gold. It recovers a share of the gold in a bar as coin, and the rest goes back to the world reserve. See Minting yield is a recovery rate.

Lv.Gold Recovered as Coin
160%
270%
380%
490%
5100%
Trade Post Owner Max Lv. 5

Type Active·Mana Cost 40·Cast Time 10s·Cooldown 0s·Range 2·Target Ground

Builds an auction house where other citizens can buy and sell their wares, turning any settlement into a proper marketplace.

Casting it on the ground uses up an auction house kit from your bag and starts a construction site. It needs a player settlement with a working post office. Only one auction house can stand inside a settlement, and none within 5km of another. See Building an Auction House.

Lv.Auction HousesMax Owner Fee
115%
2210%
3315%
4420%
5525%
Haggling Max Lv. 5

Type Passive

A Trader never pays the price on the sign.

Lv.Buying from a MerchantSelling to a Merchant
1-2%+2%
2-4%+4%
3-6%+6%
4-8%+8%
5-10%+10%

Haggling adds to the price your honor gets you. A merchant always keeps a small margin: you never pay less than 88% of the shop price or get more than 110% of what it pays.

Street Stall Max Lv. 5

↳ Requires Haggling Lv. 2

Type Active·Mana Cost 10·Cast Time 5s·Cooldown 0s·Duration 1h·Range 1·Target Ground

A cloth on the ground and a few goods on it - every road is a market for a Trader.

Sets up a market stall where the Trader stands. The Trader puts goods from the bag on it, each lot at a price in coins. Other players click the stall and buy a whole lot; they need Basic Skill Lv. 3, as for trade posts, and must stand at the stall. The Trader is paid into the bag at once.

The stall closes when the Trader walks more than 5 m away, leaves the world, or after 1h. Unsold goods go back into the bag. Unlike an auction house it needs no settlement, and it has no fee.

Lv.Listings
13
25
37
49
511
Trade Agreement Max Lv. 5

↳ Requires Trade Post Owner Lv. 3

Type Active·Mana Cost 30·Cast Time 5s·Cooldown 60s·Range 10·Target Player

Weaves this Trader’s auction house into those of other consenting players, merging their listings into a single, wider marketplace.

Cast it on another auction house owner. They are asked, and once they accept, all houses of both of you show each other’s listings. To be linked by other players, at least level 1 in this skill is required.

Links are direct: if you are linked to B and B to C, your houses do not show C’s listings. Either side can cut a link at one of their houses.

Lv.Linked Players
11
22
33
44
55
Honorable Citizen Max Lv. 5

↳ Requires Minting Lv. 2 and Trade Agreement Lv. 1

Type Passive

A quiet ledger of who’s been caught with sticky fingers. Anyone caught stealing from this Trader’s stock, mint or linked auction listings suffers a steeper honor penalty than they otherwise would.

Lv.Honor Penalty for Robbers
1+20%
2+40%
3+60%
4+80%
5+100%

Sage

Books, wards and long nights spent staring into scrying bowls. Sages study magic itself - discovering it, inscribing it, binding it, and eventually learning to fold distance in on itself with teleportation and portals.

The Sage has two routes. The Scribe trains, inscribes and binds spells and opens the way with Teleport and Warp Portal. The Battle Sage fights magic itself: dispels, wards, mana drain and endowed weapons.

graph TD
    MagicSense[/"Magic Sense (Scholar Tree)"/]
    Observation[/"Observation (Scholar Tree)"/]
    SpellTraining["Spell Training (1-5)"]
    FreeCast["Free Cast (1-5)"]
    Scry["Scry (1-5)"]
    Dispel["Dispel (1-5)"]
    SpellInscription["Spell Inscription (1-5)"]
    SpellBinding["Spell Binding (1-5)"]
    Teleport["Teleport (1-2)"]
    WarpPortal["Warp Portal (1-5)"]
    MagicRod["Magic Rod (1-3)"]
    ManaDrain["Mana Drain (1-3)"]
    LandProtector["Land Protector (1-3)"]
    Endow["Endow (1-3)"]

    MagicSense -->|Lv.3| SpellTraining
    Observation -->|Lv.3| Scry
    SpellTraining -->|Lv.2| Dispel
    SpellTraining -->|Lv.3| SpellInscription
    SpellInscription -->|Lv.3| SpellBinding

    Scry -->|Lv.5| Teleport
    Teleport -->|Lv.2| WarpPortal

    Dispel -->|Lv.2| MagicRod
    MagicRod -->|Lv.1| ManaDrain
    MagicRod -->|Lv.2| LandProtector

    FreeCast -->|Lv.2| Endow

Spell Training Max Lv. 5

↳ Requires Magic Sense Lv. 3

Type Active·Mana Cost 25·Cast Time 10s·Cooldown None·Range 2·Target Bestia

Trains a spell from a scroll into a Bestia’s memory, the first step of every Sage’s education.

Consumes the scroll, also when the training fails. The base chance depends on the level of the spell and uses the same table as Spell Inscription. Each level adds to it.

Any of your own bestias can learn any bestia attack from a scroll, as long as its level is at least the attack’s level. An attack’s level is the lowest level at which any species learns it. There is no limit to how many attacks a bestia knows.

Lv.Success Chance
1+10%
2+20%
3+30%
4+40%
5+50%
Free Cast Max Lv. 5

Type Passive

Trains a Sage to keep moving through an incantation instead of rooting to the spot. Raises how much movement speed is kept while a spell is being cast and lowers the chance an incoming hit breaks concentration.

Lv.Movement Speed While CastingInterrupt Resistance
120%+10%
240%+20%
360%+30%
480%+40%
5100%+50%
Scry Max Lv. 5

↳ Requires Observation Lv. 3

Type Active·Mana Cost 30·Cast Time 5s·Cooldown 60s·Duration 20s·Range Any charted location·Target Location

Casts a Sage’s sight far beyond their own eyes, scouting distant ground and the resources hiding on it before ever setting foot there.

The Sage sees the chosen spot for 20s. Only charted land can be scried.

Lv.View Radius
120m
240m
360m
480m
5100m
Dispel Max Lv. 5

↳ Requires Spell Training Lv. 2

Type Active·Mana Cost 40·Cast Time 2s·Cooldown 15s·Range 9·Target Any

Unravels every magical effect clinging to a target in a single word, undoing buffs and curses alike.

Success chance starts at a base chance of (50 + 10 * SkillLv)%. A target with a higher Potency than the Dispel lowers it, see Dispel. Requires 1 Yellow Mana Crystal per cast.

Lv.Base Success Chance
160%
270%
380%
490%
5100%
Magic Rod Max Lv. 3

↳ Requires Dispel Lv. 2

Type Active·Mana Cost 20·Cast Time Instant·Cooldown 20s·Duration per Lv.·Range 0·Target Self

A reactive ward raised at a gesture. The next single-target spell to strike the caster is caught and unravelled instead of landing, its energy siphoned back as mana. Area spells wash straight over it - only single-target magic is caught.

Catches a single incoming spell while the ward holds: its damage and its curses do nothing, its caster still pays, and the ward is spent.

Lv.Mana Recovered (of spell cost)Ward Duration
150%10s
275%15s
3100%20s
Mana Drain Max Lv. 3

↳ Requires Magic Rod Lv. 1

Type Active·Mana Cost 25·Cast Time 1s·Cooldown 15s·Duration per Lv.·Range per Lv.·Target Self

Opens a slow siphon on the mana of everything hostile standing too close, pulling it steadily into the Sage’s own reserves for a short while.

Each second drains a share of each foe’s max mana into the Sage.

Lv.RangeMax Mana Drained per SecondDuration
12m1%10s
24m2%20s
36m3%30s
Land Protector Max Lv. 3

↳ Requires Magic Rod Lv. 2

Type Active·Mana Cost 55·Cast Time 3s·Cooldown 40s·Duration per Lv.·Range 6·Target Ground

Consecrates a patch of ground against hostile magic. While it holds, no area-of-effect or ground-targeted spell can take root inside its bounds - friend and foe alike.

Lv.RadiusDuration
13m15s
24m25s
35m35s

A ground spell with a higher Potency than the protector can still take root.

Spell Inscription Max Lv. 5

↳ Requires Spell Training Lv. 3

Type Active·Mana Cost 35·Cast Time 15s·Cooldown None·Range 2·Target Bestia

Enables you to extract an attack from the memory of a Bestia onto a scroll, which can then either trigger the attack once or teach it to another Bestia instead. However, there is a chance that the mind of a Bestia is destroyed during the extraction, killing the Bestia in the process.

The base success chance depends on the level of the attack being inscribed and is further modified by skill level, equipment and intelligence (INT / 2 + WIL / 4):

Attack LevelBase Success
1–2080%
21–4070%
41–6060%
61–8050%
81–9010%
91–100-20%
101+-40%

A negative base means the extraction is impossible on raw talent alone and only becomes viable with strong bonuses from intelligence, skill level and equipment.

Each level of Spell Inscription adds +10%. It works on your own bestias only, and costs a blank spell scroll, also when it fails. The bestia keeps the attack: the scroll is a copy. When the extraction fails, the bestia’s mind breaks with a 50% chance, and the bestia is lost for good. Its bag goes to you. The picker shows both chances before you cast.

A finished scroll can teach its attack to a bestia through Spell Training, or anyone can use it from the bag: it casts the attack once, at the inscribed level, with the user’s own stats and no mana. The scroll is then gone.

Spell Binding Max Lv. 5

↳ Requires Spell Inscription Lv. 3

Type Active·Mana Cost 45·Cast Time 10s·Cooldown None·Range 2·Target Item or Ground

Binds a spell to an object or place and ties it to a trigger, giving rise to enchanted artifacts, standing alarms and hidden traps alike.

Teleport Max Lv. 2

↳ Requires Scry Lv. 5

Type Active·Mana Cost 35·Cast Time 2s·Cooldown 30s·Range 0·Target Self

Moves the Sage and their Bestias close by in a single step.

Every cast consumes a Teleport Rune. A teleported entity cannot teleport again for 5 minutes. The Sage’s own bestias within 10 m come along and land beside the Sage. “Home” is the Sage’s save point in the home settlement.

Lv.Destination
1A random spot within 150m
2The master’s home settlement
Warp Portal Max Lv. 5

↳ Requires Teleport Lv. 2

Type Active·Mana Cost 70·Cast Time 5s·Cooldown 120s·Duration 30s·Range 3·Target Ground

The Sage’s capstone. Where Teleport moves only the Sage and their Bestias, a Portal tears a standing hole that anyone can walk through. As soon as a portal has opened it can be used in both directions for some time.

Every cast consumes a Portal Rune, which costs more than a Teleport Rune.

A portal leads to the Sage’s home or to a saved spot. Casting Warp Portal also offers “Mark this spot”: it saves the spot the Sage stands on at once, with no rune, mana or cooldown. The Sage keeps one spot per level; a new mark replaces the oldest. The portal stands at the aimed spot and at its far end for 30 seconds, and its passages are shared by both ends.

Lv.Passages
12
24
36
48
510
Endow Max Lv. 3

↳ Requires Free Cast Lv. 2

Type Active·Mana Cost 28·Cast Time 2s·Cooldown 5s·Duration per Lv.·Range 5·Target Ally

Temporarily infuses an ally’s weapon with an element, so its strikes burn, freeze, crack or crush as well as bite. Consumes a Blue Mana Crystal to carry the charge.

The caster picks the element when casting: fire, water, wind or earth. The weapon takes on the element, so the element table applies. The bonus damage comes on top.

Lv.DurationBonus Attack
160s+5%
2120s+10%
3180s+15%

Last updated 11 Nov 2026, 22:27 +0100 . history