Scholar Tree
Priest, Trader and Sage: keeping a party alive, running trade and chasing magic to its source.
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
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. | Range | What It Reveals |
|---|---|---|
| 1 | 10m | That something nearby carries mana |
| 2 | 20m | Direction and rough strength of each source |
| 3 | 30m | The element the mana belongs to |
| 4 | 40m | The exact spell bound to an item or place |
| 5 | 50m | Who 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
Cast on a monster to read what mana and instinct alone can tell about it.
Ruwach Max Lv. 1
↳ Requires Magic Sense Lv. 2
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
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 |
|---|---|
| 1 | 1km |
| 2 | 2km |
| 3 | 3km |
| 4 | 4km |
| 5 | 5km |
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.
This tree is enabled as soon as you have 5 Lv. or more into scholar tree
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
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 |
|---|---|
| 1 | 13 |
| 2 | 16 |
| 3 | 19 |
| 4 | 22 |
| 5 | 25 |
| 6 | 28 |
| 7 | 31 |
| 8 | 34 |
| 9 | 37 |
| 10 | 40 |
Suffragium Max Lv. 1
↳ Requires Magic Sense Lv. 2
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.
30s is 30% shorter. An instant spell does not use it up.Gloria Max Lv. 1
↳ Requires Magic Sense Lv. 2
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
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.
Blessing Max Lv. 5
↳ Requires Heal Lv. 3
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/DEX | HIT | ATK and MATK | Duration |
|---|---|---|---|---|
| 1 | +2 | +4 | +3 | 80s |
| 2 | +4 | +8 | +6 | 120s |
| 3 | +6 | +12 | +9 | 160s |
| 4 | +8 | +16 | +12 | 200s |
| 5 | +10 | +20 | +15 | 240s |
Increase AGI Max Lv. 3
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. | AGI | ASPD | Duration |
|---|---|---|---|
| 1 | +4 | +1% | 80s |
| 2 | +6 | +3% | 120s |
| 3 | +8 | +5% | 160s |
Kyrie Eleison Max Lv. 3
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 Absorbed | Damage Absorbed per Hit |
|---|---|---|
| 1 | 1 | +10% of HP |
| 2 | 2 | +20% of HP |
| 3 | 3 | +30% of HP |
Pneuma Max Lv. 1
↳ Requires Kyrie Eleison Lv. 2
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.
Signum Crucis Max Lv. 3
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 Reduction | Extra vs Demon/Undead | Duration |
|---|---|---|---|
| 1 | 10% | 10% | 30s |
| 2 | 20% | 20% | 45s |
| 3 | 30% | 30% | 60s |
Holy Light Max Lv. 5
↳ Requires Signum Crucis Lv. 2
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
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/Undead | Damage 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
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
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 |
|---|---|
| 1 | 60s |
| 2 | 120s |
| 3 | 180s |
Turn Undead Max Lv. 3
↳ Requires Demon Bane Lv. 3 and Holy Light Lv. 3
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 |
|---|---|
| 1 | 8% |
| 2 | 24% |
| 3 | 40% |
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
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.
Magnificat Max Lv. 3
↳ Requires Kyrie Eleison Lv. 3 and Blessing Lv. 3
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
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. | MATK | Bonus 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
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
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.
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.
This tree is enabled as soon as you have 5 Lv. or more into scholar tree
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
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
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 |
|---|---|
| 1 | 60% |
| 2 | 70% |
| 3 | 80% |
| 4 | 90% |
| 5 | 100% |
Trade Post Owner Max Lv. 5
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 Houses | Max Owner Fee |
|---|---|---|
| 1 | 1 | 5% |
| 2 | 2 | 10% |
| 3 | 3 | 15% |
| 4 | 4 | 20% |
| 5 | 5 | 25% |
Haggling Max Lv. 5
A Trader never pays the price on the sign.
| Lv. | Buying from a Merchant | Selling 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
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 |
|---|---|
| 1 | 3 |
| 2 | 5 |
| 3 | 7 |
| 4 | 9 |
| 5 | 11 |
Trade Agreement Max Lv. 5
↳ Requires Trade Post Owner Lv. 3
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 |
|---|---|
| 1 | 1 |
| 2 | 2 |
| 3 | 3 |
| 4 | 4 |
| 5 | 5 |
Honorable Citizen Max Lv. 5
↳ Requires Minting Lv. 2 and Trade Agreement Lv. 1
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.
This tree is enabled as soon as you have 5 Lv. or more into scholar tree
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
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
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 Casting | Interrupt Resistance |
|---|---|---|
| 1 | 20% | +10% |
| 2 | 40% | +20% |
| 3 | 60% | +30% |
| 4 | 80% | +40% |
| 5 | 100% | +50% |
Scry Max Lv. 5
↳ Requires Observation Lv. 3
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 |
|---|---|
| 1 | 20m |
| 2 | 40m |
| 3 | 60m |
| 4 | 80m |
| 5 | 100m |
Dispel Max Lv. 5
↳ Requires Spell Training Lv. 2
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 |
|---|---|
| 1 | 60% |
| 2 | 70% |
| 3 | 80% |
| 4 | 90% |
| 5 | 100% |
Magic Rod Max Lv. 3
↳ Requires Dispel Lv. 2
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 |
|---|---|---|
| 1 | 50% | 10s |
| 2 | 75% | 15s |
| 3 | 100% | 20s |
Mana Drain Max Lv. 3
↳ Requires Magic Rod Lv. 1
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. | Range | Max Mana Drained per Second | Duration |
|---|---|---|---|
| 1 | 2m | 1% | 10s |
| 2 | 4m | 2% | 20s |
| 3 | 6m | 3% | 30s |
Land Protector Max Lv. 3
↳ Requires Magic Rod Lv. 2
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. | Radius | Duration |
|---|---|---|
| 1 | 3m | 15s |
| 2 | 4m | 25s |
| 3 | 5m | 35s |
A ground spell with a higher Potency than the protector can still take root.
Spell Inscription Max Lv. 5
↳ Requires Spell Training Lv. 3
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 Level | Base Success |
|---|---|
| 1–20 | 80% |
| 21–40 | 70% |
| 41–60 | 60% |
| 61–80 | 50% |
| 81–90 | 10% |
| 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
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
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 |
|---|---|
| 1 | A random spot within 150m |
| 2 | The master’s home settlement |
Warp Portal Max Lv. 5
↳ Requires Teleport Lv. 2
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 |
|---|---|
| 1 | 2 |
| 2 | 4 |
| 3 | 6 |
| 4 | 8 |
| 5 | 10 |
Endow Max Lv. 3
↳ Requires Free Cast Lv. 2
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. | Duration | Bonus Attack |
|---|---|---|
| 1 | 60s | +5% |
| 2 | 120s | +10% |
| 3 | 180s | +15% |
Last updated 11 Nov 2026, 22:27 +0100 .