Magic

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CategoryCombat
Max Level100
XP to Max25,000,000
Skill Points20
Tree Nodes92
Skill Trees3
Equipment Items17
Off-hand Items12

Magic

Spell-based combat — staves, wands, focus orbs, and tomes

Magic is the combat skill for spell-based damage and utility. Using ability-based action combat, players chain together spells with staves, wands, focus orbs, and tomes. The full moveset is available from level 1 — progression comes from better equipment, off-hand items, and the skill tree. All spells use stamina (there is no mana system). Magic skill level reduces stamina costs more aggressively than other combat skills, reflecting that mages have no free auto-attacks. The skill tree offers three distinct paths: Intensity for pure damage output, Tempest for chain reactions and combo mastery, and Dominion for Blight/Wither debuff utility. Two endgame magic schools — Chronomancy and Hemomancy — are unlocked via challenging quest chains at level 85+.

Equipment Progression

LevelNameDescription
1Initiate's Wand(Wand)Starter 1H magic weapon, faster cast speed, pairs with off-hands
60Quicksilver Wand(Wand)Quest reward. Fastest magic weapon (1.5/s). Hit-and-run playstyle.
10Willow Staff(Staff)Flexible wood, first staff
25Oak Staff(Staff)Sturdy druidic wood
40Ash Staff(Staff)World-tree energy resonance
55Yew Staff(Staff)Liminal wood, life and death
70Ironwood Staff(Staff)Pinnacle of mundane wood crafting
50Sapphire-Bound Oak(Staff)Gem-infused. Requires gem_infusion_quest.
60Ruby-Crowned Ash(Staff)Gem-infused. Requires gem_infusion_quest.
75Dragonstone Yew(Staff)Gem-infused. Requires gem_infusion_quest.
85Hydrix Ironwood(Staff)Ultimate gem-infused staff. Requires gem_infusion_quest.
70Stormspire(Staff)Storm/lightning theme. Boss drop.
75Lifebinder(Staff)Nature/life theme. Quest reward.
80Umbral Spine(Staff)Shadow/void theme. Boss drop.
85Celestine(Staff)Celestial/star theme. Quest reward.
90Epoch's End(Staff)Chronomancy school signature. Quest reward.
90Heartrender(Staff)Hemomancy school signature. Quest reward.

Off-hand Progression

LevelTypeNameDescription
30FocusArcane FocusEntry-tier spell amplifier
45FocusEther FocusMid-tier, +crit multiplier
60FocusAether FocusHigh-tier, significant crit
75FocusMasterwork FocusExpert-tier, +spell penetration
85FocusVoid FocusEndgame. Quest reward. Void damage bypass.
95FocusEternal FocusUltimate. Boss drop. Spell echo.
50TomePyretic CodexFire/melee hybrid. +fire damage to melee.
50TomeFrostbound CodexIce/melee hybrid. +ice damage, slow on hit.
50TomeVoltaic CodexLightning/melee hybrid. Chain lightning on hit.
60TomeUmbral CodexShadow/utility. Evasion and stealth bonuses.
65TomeLifebinder's CodexHealing. +25% healing effectiveness, HP regen aura.
70TomeBulwark CodexDefense. Damage reduction, barrier bonus, reflect.

Unlocks

Earn 1 skill tree point every 5 levels (20 total at max level).

LevelTypeNameDescription
12PassiveArcane Attunement I+5% spell power
28PassiveSpell Reach I+15% cast range
44PassiveArcane Attunement II+10% spell power (total)
56PassiveSpell Reach II+30% cast range (total)
72PassiveArcane Attunement III+15% spell power (total)
86PassiveSpell 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)

rootArcanist's Training(free)

+2% increased magic damage

minorArcane Force I

+3% increased magic damage

minorArcane Potency

+2% increased magic damage

minorArcane Force II

+3% increased magic damage

minor_keystoneConcentrated Power

+5% increased magic damage. +2 flat magic attack.

minorKeen Mind I

+2% increased crit chance

minorKeen Focus

+2% increased crit damage

minorKeen Mind II

+4% increased crit damage

minor_keystoneArcane Precision

+2% increased crit chance. +4% increased crit damage.

minorPiercing Spells I

+3% magic penetration

minorSpell Piercing

+2% magic penetration

minorPiercing Spells II

+3% magic penetration

minorResistance Breaker

+3% increased damage to targets with >20 magic resistance

minor_keystoneArcane Erosion

+5% magic penetration. Hits reduce target magic resistance by 2 for 4s.

gatewayArcane Focus

+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

minorSurge I

+4% increased magic damage

minorSurge II

+4% increased magic damage

minorClose Quarters

+3% increased damage to targets within 10m

minorBroad Power

+2 flat magic attack. +2% increased magic damage.

notableArcane Fury

+3% magic damage. +2 flat magic attack.

notableCrushing Arcana

+3% increased magic damage. +2 flat magic attack.

keystoneOverwhelming Force

+3% more magic damage. Targets hit have -3 magic resistance for 4s.

minorFinishing Touch I

+4% increased damage to targets below 50% HP

minorFinishing Touch II

+4% increased damage to targets below 50% HP

minorKilling Efficiency

Kills restore 8 stamina

minorScent of Blood

+3% increased damage to targets below 60% HP

notableRuthless Precision

+2% crit chance. +3% damage to targets below 50% HP.

notableBloodscent

+6% increased damage to targets below 25% HP

keystoneCulling Strike

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.

minorArcane Superiority I

+3% increased magic damage. +2% magic penetration.

minorArcane Superiority II

+3% increased magic damage. +2% magic penetration.

minorFocused Mind

+3% increased magic damage

minorBattle Positioning

+2% movement speed while weapon drawn

minorSpell Mastery

+2% increased magic damage

notableResistance Crusher

+3% magic penetration. +3% magic damage.

notableResistance Shred

Magic resistance reduction on hit stacks up to 3 times (total -6 for 4s)

keystoneAbsolute Penetration

+5% more damage vs targets with reduced resistance. Resistance reduction duration +50%.

Tempest(37 nodes)

rootStorm Caller's Training(free)

+3% increased magic damage

minorArcane Burst I

Combo finishers release arcane burst dealing 20% of finisher damage to enemies within 4m

minorVolatile Energy

+2% increased magic damage

minorArcane Burst II

Arcane burst radius +2m (6m total)

minor_keystoneVolatile Finishers

Arcane burst damage increased to 30% of finisher damage. +2% increased magic damage.

minorCombo Flow I

Combo finishers deal +4% increased damage

minorCombo Instinct

+2% increased combo finisher damage

minorCombo Flow II

Abilities during active combo deal +3% increased damage

minor_keystoneChain Fighter

+4% increased combo finisher damage. Combo chain window +100ms.

minorSpell Echo I

Spells have 10% chance to echo (repeat at 30% damage, same target)

minorEcho Resonance

+3% echo chance

minorSpell Echo II

Echo chance +10% (20% total)

minorResonant Echo

Echo damage increased to 40%

minor_keystoneCascading Spells

Echo damage increased to 50%. Echoes can retrigger once at 25% damage.

gatewayArcane Tempest

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

minorVolatile Burst I

All arcane burst damage +5%

minorVolatile Burst II

All arcane burst damage +5%

minorConcussive Burst

Arcane bursts apply 2s slow (20% movement speed)

minorLingering Energy

+3% increased magic damage

notableVolatile Cascade

+5% burst damage. +2% magic damage.

notableChain Detonation

Kills on targets affected by arcane burst trigger another burst on nearest enemy within 6m (chains once)

keystoneCataclysm

+3% more magic damage. Arcane burst damage +10%. Kill-triggered bursts can chain up to 3 times (each at 50% of previous).

minorSustained Combos I

+4% increased combo finisher damage

minorSustained Combos II

+3% increased damage during active combo

minorChain Extension

Combo chain window +100ms

minorEfficient Combos

Combo finishers cost 5 less stamina

notableCombo Surge

+4% combo finisher damage. +2% damage during combo.

notableCombo Payoff

Completing a full combo: +5% increased damage for 3s

keystonePerfect Chains

+3% more combo finisher damage. Full combo completion restores 8 stamina.

minorDeep Echo I

Echo chance +5% (25% total with pre-gateway)

minorDeep Echo II

Echo damage increased to 60%

minorSiphoning Echo

Echoes restore 2 stamina

minorEcho Power

+3% increased magic damage

minorArcane Momentum

+2% increased magic damage

notableEchoing Power

+5% echo damage. +3% magic damage.

notableChaining Echo

Echoes can target a different nearby enemy within 5m instead of the same target

keystoneArcane Reverberation

Echo chance +5% (30% total). +3% more magic damage.

Dominion(37 nodes)

rootDominator's Training(free)

+5% increased spell power

minorToxic Potency I

+5% increased ailment/DoT damage

minorToxic Focus

+3% increased ailment damage

minorToxic Potency II

+5% increased ailment/DoT damage

minor_keystoneVirulence

+8% increased ailment damage. Ailments tick 1 extra time.

minorExploit Weakness I

+3% increased damage vs debuffed targets

minorKeen Exploitation

+2% increased damage vs debuffed

minorExploit Weakness II

+3% increased damage vs debuffed targets

minor_keystonePredator's Instinct

+4% increased damage vs debuffed. +2% crit chance vs debuffed targets.

minorWithering Touch

Spells apply 1 stack of Wither (+1% increased magic damage taken per stack, max 5, 4s, refreshes)

minorWithering Presence

Wither duration +0.5s

minorLingering Wither

Wither duration +1s (5s total)

minorDeepening Wither

Wither max stacks +2 (7 total)

minor_keystoneConsuming Wither

Wither max stacks +3 (10 total). +3% increased damage to withered targets.

gatewayBlighted Sovereign

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

minorPotent Blight I

+15% increased Blight damage

minorPotent Blight II

+15% increased Blight damage

minorEnduring Blight

Blight duration +2s (6s total)

minorToxic Residue

+5% increased ailment damage

notableFestering Blight

+10% blight damage. +1s blight duration.

notableStacking Blight

Blight can stack up to 3 times on a target

keystoneRuinous Blight

+100% more Blight damage. Blight ticks can crit.

minorDeep Wither I

Wither duration +15%

minorIntensifying Wither

Wither effect per stack +0.5% (+1.5% per stack total)

minorRelentless Wither

+3% increased damage vs withered targets

minorSapping Wither

Wither also reduces target's healing received by 1% per stack

notableOppressive Wither

+3% damage vs withered. +1s wither duration.

notableEnfeebling Wither

At max Wither stacks, target's magic resistance reduced by 5

keystoneAbsolute Decay

+3% more damage vs withered targets. Wither max stacks +5 (15 total).

minorWeakening Presence I

Debuffed targets have -2% defense (all types)

minorWeakening Presence II

Debuffed targets deal -3% damage

minorDeeper Weakness

-2% additional defense reduction

minorSpreading Decay

Blight/Wither spread to 1 nearby enemy on kill (50% remaining duration)

minorDecay Mastery

+2% increased spell power

notableDreadful Presence

-2% defense reduction. +3% spell power.

notableContagion

+5% increased spell power. Blight/Wither spread to 2 nearest enemies within 6m on target death.

keystonePlague Sovereign

Your debuffs reduce target's damage dealt by 5%. +3% more damage vs debuffed targets.

Capstone(4 nodes)

autoArcane Awakening

Auto-unlocks when any keystone is allocated. +2% increased magic damage.

minorArcane Mastery

+2% increased magic damage. Magic abilities cost 3% less stamina.

minor_capstoneArcane Discipline

+3% increased magic damage. Magic abilities cost 5% less stamina.

capstoneArchmage

Every 5th consecutive ability hit deals +10% more damage. Resets on 4s without casting.

Related Items

Training Methods

Level RangeMethodXP/hr
1-15Kill low level creatures, practice spell combos and positioning5,000-10,000
15-30Zone-appropriate monsters, learn AoE positioning and stamina management15,000-30,000
30-50Dungeons with party, focus on combo chains and AoE efficiency40,000-60,000
50-70Mid-tier dungeon grinding, skill tree optimization, gem-infused staves70,000-100,000
70-90High-level dungeons, special staff acquisition, school quest chains120,000-180,000
90-100End-game content, school-specific builds, boss farming for max XP200,000-300,000

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).

Lore
Magic is the art of bending reality through will and knowledge. Unlike the brute force of melee or the precision of ranged combat, magic draws power from the fundamental fabric of the world itself, channeled through carefully crafted implements of wood, crystal, and arcane material. The three philosophies of magical mastery reflect fundamentally different relationships with arcane power. The Intensity school views magic as a hammer — raw, overwhelming force that shatters all resistance. Its practitioners strip away subtlety in pursuit of pure destructive power, even sacrificing their ability to cast supportive magic. The Tempest school sees magic as a storm — building, cascading, and growing with each strike. Their spells echo and chain, creating devastating cascades of arcane energy. A Tempest mage in the middle of a sustained combo is a force of nature, each hit feeding into the next in an ever-growing cyclone of destruction. The Dominion school takes the long view, seeing magic not as a weapon but as a curse. Every spell carries Blight — a magical poison that eats at the target's essence — and Wither, which tears open the target's magical defenses. A single Dominion mage can cripple an entire battlefield, their targets slowly decaying as the magic consumes them from within. Beyond these three paths lie the forbidden schools: Chronomancy, which bends time itself, and Hemomancy, which draws power from blood sacrifice. These ancient arts are locked behind grueling trials that test even the most accomplished mages, but those who master them gain abilities that border on the divine. The legendary Archmages — those who have transcended mortal limitations — are said to cast with such precision that every fifth spell strikes with the accumulated force of all that came before. Whether this is truth or legend, the most powerful mages do seem to operate on a level beyond normal understanding.

See Also

Slate EffectFrost Strike
Skill Nodedo_p3dSkill Nodete_b1Skill Nodete_p2aSkill Nodete_p2cSkill Nodedo_p1b_s1Skill Nodein_p2bSkill Nodedo_c2Skill Nodedo_c1Skill Nodete_a2Skill Nodete_c4Skill Nodete_gatewaySkill Nodedo_c3Skill Nodein_p3bSkill Nodete_p3_extraSkill Nodete_p3b_s1Skill Nodein_c2Skill Nodein_c1Skill Nodete_p2bSkill Nodein_p3b_s2

Related Skills

SkillDefenseSkillAgilitySkillMeleeSkillAlchemySkillForestry