Magic
Magic
Spell-based combat — staves, wands, focus orbs, and tomes
Equipment Progression
| Level | Name | Description |
|---|---|---|
| 1 | Initiate's Wand(Wand) | Starter 1H magic weapon, faster cast speed, pairs with off-hands |
| 60 | Quicksilver Wand(Wand) | Quest reward. Fastest magic weapon (1.5/s). Hit-and-run playstyle. |
| 10 | Willow Staff(Staff) | Flexible wood, first staff |
| 25 | Oak Staff(Staff) | Sturdy druidic wood |
| 40 | Ash Staff(Staff) | World-tree energy resonance |
| 55 | Yew Staff(Staff) | Liminal wood, life and death |
| 70 | Ironwood Staff(Staff) | Pinnacle of mundane wood crafting |
| 50 | Sapphire-Bound Oak(Staff) | Gem-infused. Requires gem_infusion_quest. |
| 60 | Ruby-Crowned Ash(Staff) | Gem-infused. Requires gem_infusion_quest. |
| 75 | Dragonstone Yew(Staff) | Gem-infused. Requires gem_infusion_quest. |
| 85 | Hydrix Ironwood(Staff) | Ultimate gem-infused staff. Requires gem_infusion_quest. |
| 70 | Stormspire(Staff) | Storm/lightning theme. Boss drop. |
| 75 | Lifebinder(Staff) | Nature/life theme. Quest reward. |
| 80 | Umbral Spine(Staff) | Shadow/void theme. Boss drop. |
| 85 | Celestine(Staff) | Celestial/star theme. Quest reward. |
| 90 | Epoch's End(Staff) | Chronomancy school signature. Quest reward. |
| 90 | Heartrender(Staff) | Hemomancy school signature. Quest reward. |
Off-hand Progression
| Level | Type | Name | Description |
|---|---|---|---|
| 30 | Focus | Arcane Focus | Entry-tier spell amplifier |
| 45 | Focus | Ether Focus | Mid-tier, +crit multiplier |
| 60 | Focus | Aether Focus | High-tier, significant crit |
| 75 | Focus | Masterwork Focus | Expert-tier, +spell penetration |
| 85 | Focus | Void Focus | Endgame. Quest reward. Void damage bypass. |
| 95 | Focus | Eternal Focus | Ultimate. Boss drop. Spell echo. |
| 50 | Tome | Pyretic Codex | Fire/melee hybrid. +fire damage to melee. |
| 50 | Tome | Frostbound Codex | Ice/melee hybrid. +ice damage, slow on hit. |
| 50 | Tome | Voltaic Codex | Lightning/melee hybrid. Chain lightning on hit. |
| 60 | Tome | Umbral Codex | Shadow/utility. Evasion and stealth bonuses. |
| 65 | Tome | Lifebinder's Codex | Healing. +25% healing effectiveness, HP regen aura. |
| 70 | Tome | Bulwark Codex | Defense. Damage reduction, barrier bonus, reflect. |
Unlocks
Earn 1 skill tree point every 5 levels (20 total at max level).
| Level | Type | Name | Description |
|---|---|---|---|
| 12 | Passive | Arcane Attunement I | +5% spell power |
| 28 | Passive | Spell Reach I | +15% cast range |
| 44 | Passive | Arcane Attunement II | +10% spell power (total) |
| 56 | Passive | Spell Reach II | +30% cast range (total) |
| 72 | Passive | Arcane Attunement III | +15% spell power (total) |
| 86 | Passive | Spell Reach III | +50% cast range (total) |
Skill Trees
92 total nodes across 3 trees. 20 points available at max level.
Intensity
Raw arcane power — hit harder, pierce deeper, finish wounded targets
Intensity is for players who want pure magical destruction. No gimmicks, no conditions — just bigger numbers. Gateway locks out spell power bonuses for maximum direct damage.
Tempest
Chain reactions, propagation, combo mastery — every hit creates the next opportunity
Tempest rewards sustained engagement and killing momentum. Combo finishers cause arcane bursts, spells echo, kills cascade. Gateway grants combo-triggered AoE but weakens opening hits.
Dominion
Blight, Wither, debuffs, utility — weaken everything you touch
Dominion turns your spells into delivery systems for decay. Blight (magic poison) and Wither (increased magic damage taken). Gateway reduces direct damage but applies Blight on every hit.
Skill Tree Nodes
Intensity(37 nodes)
+2% increased magic damage
+3% increased magic damage
+2% increased magic damage
+3% increased magic damage
+5% increased magic damage. +2 flat magic attack.
+2% increased crit chance
+2% increased crit damage
+4% increased crit damage
+2% increased crit chance. +4% increased crit damage.
+3% magic penetration
+2% magic penetration
+3% magic penetration
+3% increased damage to targets with >20 magic resistance
+5% magic penetration. Hits reduce target magic resistance by 2 for 4s.
+3% more magic damage. +3% magic penetration. -15% less spell power (non-damage effects weakened — heals, buffs, CC duration).
Exclusive with: te_gateway, do_gateway
+4% increased magic damage
+4% increased magic damage
+3% increased damage to targets within 10m
+2 flat magic attack. +2% increased magic damage.
+3% magic damage. +2 flat magic attack.
+3% increased magic damage. +2 flat magic attack.
+3% more magic damage. Targets hit have -3 magic resistance for 4s.
+4% increased damage to targets below 50% HP
+4% increased damage to targets below 50% HP
Kills restore 8 stamina
+3% increased damage to targets below 60% HP
+2% crit chance. +3% damage to targets below 50% HP.
+6% increased damage to targets below 25% HP
Targets below 8% HP are instantly killed by your attacks (does not apply to bosses or players). +3% more damage to targets below 25% HP.
+3% increased magic damage. +2% magic penetration.
+3% increased magic damage. +2% magic penetration.
+3% increased magic damage
+2% movement speed while weapon drawn
+2% increased magic damage
+3% magic penetration. +3% magic damage.
Magic resistance reduction on hit stacks up to 3 times (total -6 for 4s)
+5% more damage vs targets with reduced resistance. Resistance reduction duration +50%.
Tempest(37 nodes)
+3% increased magic damage
Combo finishers release arcane burst dealing 20% of finisher damage to enemies within 4m
+2% increased magic damage
Arcane burst radius +2m (6m total)
Arcane burst damage increased to 30% of finisher damage. +2% increased magic damage.
Combo finishers deal +4% increased damage
+2% increased combo finisher damage
Abilities during active combo deal +3% increased damage
+4% increased combo finisher damage. Combo chain window +100ms.
Spells have 10% chance to echo (repeat at 30% damage, same target)
+3% echo chance
Echo chance +10% (20% total)
Echo damage increased to 40%
Echo damage increased to 50%. Echoes can retrigger once at 25% damage.
Every 3rd consecutive combo hit releases arcane burst (15% of hit damage to enemies within 6m). Combo finishers chain to 1 nearby enemy within 6m for 50% damage. -8% less damage to targets at full HP.
Exclusive with: in_gateway, do_gateway
All arcane burst damage +5%
All arcane burst damage +5%
Arcane bursts apply 2s slow (20% movement speed)
+3% increased magic damage
+5% burst damage. +2% magic damage.
Kills on targets affected by arcane burst trigger another burst on nearest enemy within 6m (chains once)
+3% more magic damage. Arcane burst damage +10%. Kill-triggered bursts can chain up to 3 times (each at 50% of previous).
+4% increased combo finisher damage
+3% increased damage during active combo
Combo chain window +100ms
Combo finishers cost 5 less stamina
+4% combo finisher damage. +2% damage during combo.
Completing a full combo: +5% increased damage for 3s
+3% more combo finisher damage. Full combo completion restores 8 stamina.
Echo chance +5% (25% total with pre-gateway)
Echo damage increased to 60%
Echoes restore 2 stamina
+3% increased magic damage
+2% increased magic damage
+5% echo damage. +3% magic damage.
Echoes can target a different nearby enemy within 5m instead of the same target
Echo chance +5% (30% total). +3% more magic damage.
Dominion(37 nodes)
+5% increased spell power
+5% increased ailment/DoT damage
+3% increased ailment damage
+5% increased ailment/DoT damage
+8% increased ailment damage. Ailments tick 1 extra time.
+3% increased damage vs debuffed targets
+2% increased damage vs debuffed
+3% increased damage vs debuffed targets
+4% increased damage vs debuffed. +2% crit chance vs debuffed targets.
Spells apply 1 stack of Wither (+1% increased magic damage taken per stack, max 5, 4s, refreshes)
Wither duration +0.5s
Wither duration +1s (5s total)
Wither max stacks +2 (7 total)
Wither max stacks +3 (10 total). +3% increased damage to withered targets.
All spells apply Blight on hit (magic poison DoT — 5% of hit damage per second for 4s). Wither stacks amplify your Blight damage by 3% per stack. -10% less direct hit damage.
Exclusive with: in_gateway, te_gateway
+15% increased Blight damage
+15% increased Blight damage
Blight duration +2s (6s total)
+5% increased ailment damage
+10% blight damage. +1s blight duration.
Blight can stack up to 3 times on a target
+100% more Blight damage. Blight ticks can crit.
Wither duration +15%
Wither effect per stack +0.5% (+1.5% per stack total)
+3% increased damage vs withered targets
Wither also reduces target's healing received by 1% per stack
+3% damage vs withered. +1s wither duration.
At max Wither stacks, target's magic resistance reduced by 5
+3% more damage vs withered targets. Wither max stacks +5 (15 total).
Debuffed targets have -2% defense (all types)
Debuffed targets deal -3% damage
-2% additional defense reduction
Blight/Wither spread to 1 nearby enemy on kill (50% remaining duration)
+2% increased spell power
-2% defense reduction. +3% spell power.
+5% increased spell power. Blight/Wither spread to 2 nearest enemies within 6m on target death.
Your debuffs reduce target's damage dealt by 5%. +3% more damage vs debuffed targets.
Capstone(4 nodes)
Auto-unlocks when any keystone is allocated. +2% increased magic damage.
+2% increased magic damage. Magic abilities cost 3% less stamina.
+3% increased magic damage. Magic abilities cost 5% less stamina.
Every 5th consecutive ability hit deals +10% more damage. Resets on 4s without casting.
Related Items
Training Methods
| Level Range | Method | XP/hr |
|---|---|---|
| 1-15 | Kill low level creatures, practice spell combos and positioning | 5,000-10,000 |
| 15-30 | Zone-appropriate monsters, learn AoE positioning and stamina management | 15,000-30,000 |
| 30-50 | Dungeons with party, focus on combo chains and AoE efficiency | 40,000-60,000 |
| 50-70 | Mid-tier dungeon grinding, skill tree optimization, gem-infused staves | 70,000-100,000 |
| 70-90 | High-level dungeons, special staff acquisition, school quest chains | 120,000-180,000 |
| 90-100 | End-game content, school-specific builds, boss farming for max XP | 200,000-300,000 |
Tips
- Your full moveset is available from level 1 — practice everything early
- Staves are 2H with more damage; wands are 1H and allow off-hands
- Focus orbs maximize spell damage; tomes provide utility and hybrid bonuses
- All spells cost stamina — manage it carefully, especially at low levels
- Intensity is straightforward — great for new magic users
- Tempest rewards keeping your combo chain alive and killing groups
- Dominion weakens everything you touch — Wither amplifies all magic damage
- You can spread skill tree points across all 3 trees without ever taking a gateway
- Gateways are powerful but restrictive — choose carefully
- Gem-infused staves require the gem infusion quest to craft
- At level 85+, seek out the Chronomancy and Hemomancy school quests
XP Sources
Deal Magic Damage
XP granted for damage dealt with magic weapons
Formula: floor(damage_dealt / 10) * 2
This is the only source of Magic XP. Higher damage per hit = more XP per hit. AoE spells that hit multiple targets grant XP per target hit. Blight DoT ticks also grant XP based on damage dealt.
Mastery Reward
Archmage's Regalia
Glowing arcane robes with animated spell-glyph patterns. Runepouch cosmetic: runes glow and orbit the pouch visibly. Mount cosmetic: arcane sigils trail behind while riding, visible anywhere. Armor override: visible only in non-combat areas (cities, safe zones).