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Skills/Magery

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Magery is the art of casting spells from a spellbook. With it you can heal, cure, travel by rune, summon elementals and daemons, and blast your enemies with fire and lightning. It's the most versatile skill in the game, and nearly every adventurer picks up at least a few circles of it.

At a glance

Skill category Magic
What it does Lets you cast the 64 spells of the eight circles
How you use it Open your spellbook and double-click a spell, or drag its icon to your hotbar
Works with Evaluating Intelligence (spell damage), Meditation (mana), Resisting Spells (defense), Inscription (scrolls)
Skill cap 100 (Grandmaster), raised up to 120 with Magery power scrolls
Stats it can raise Intelligence
Starting gear A spellbook holding Heal, Magic Arrow, Night Sight, Cure, Harm, Strength, Fireball, Poison, Teleport, Fire Field, Greater Heal and Lightning, a bag with 30 of each reagent, a few spell scrolls, a blue robe and a wizard's hat.

Getting started

Spellbook
Spellbook

You need three things to cast a spell:

  1. A spellbook with the spell in it. Mages sell empty spellbooks for 18 gold and scrolls of the first three circles (12, 22 and 32 gold). Drop a scroll onto your book to add the spell permanently. Higher-circle scrolls come from scribes with Inscription and from treasure.
  2. Reagents. Each spell uses one of each reagent listed for it, every time you try, even if the spell fizzles.
  3. Mana. Each circle costs more mana. You only pay it when the spell works.

You can also cast straight from a scroll without a book. The scroll is used up, but scroll spells are two circles easier to cast. Wands cast their spell instantly, never fail and cost no mana or reagents, but they don't train Magery.

Reagents

Reagent Price Sold by Spells that use it
Black pearl Black pearl 5 gold Mages, alchemists 17
Bloodmoss Bloodmoss 5 gold Mages, alchemists, herbalists 27
Garlic Garlic 3 gold Mages, alchemists, herbalists, healers, provisioners 22
Ginseng Ginseng 3 gold Mages, alchemists, herbalists, healers, provisioners 11
Mandrake root Mandrake root 3 gold Mages, alchemists, herbalists 36
Nightshade Nightshade 3 gold Mages, alchemists, herbalists 16
Spider's silk Spider's silk 3 gold Mages, alchemists 24
Sulfurous ash Sulfurous ash 3 gold Mages, alchemists 26

How casting works

When you cast, your character says the spell's words of power and you can't move until the spell finishes (You are frozen and cannot move.). Anything you're holding (except a spellbook) goes into your backpack, because you need your hands free. Then you pick a target if the spell needs one.

  • Every circle has a skill window. Below the window you can't cast the spell at all. Inside it, your chance to succeed rises steadily, from 0% at the bottom to 100% at the top. Above the window the spell always works.
  • Getting hit ruins your spell (Your concentration is disturbed, thus ruining thy spell.), unless you're protected by the Protection spell. 1st circle spells are the exception: taking damage never interrupts them, so Heal, Magic Arrow and the rest of the 1st circle always go off.
  • After each spell there's a ¾-second pause before you can start another.
Circle Mana Skill window (spellbook) Skill window (scroll) Cast time
Magic Arrow First 4 up to 40 up to 20 0.5 s
Harm Second 6 10–50 up to 30 0.75 s
Fireball Third 9 20–60 up to 40 1 s
Lightning Fourth 11 30–70 10–50 1.25 s
Paralyze Fifth 14 40–80 20–60 1.5 s
Energy Bolt Sixth 20 50–90 30–70 1.75 s
Flame Strike Seventh 40 60–100 40–80 2 s
Earthquake Eighth 50 70–110 50–90 2.25 s

Blade Spirits and Summon Creature are slower than the rest of the 5th circle: they take 6 seconds to cast.

Spells

Spells are grouped into eight circles. Each table can be sorted by clicking a column heading. Numbers shown are for a caster with 100 Magery.

First circle

Spell Words Reagents What it does
Clumsy Clumsy Uus Jux Bloodmoss Bloodmoss Nightshade Nightshade Lowers the target's Dexterity by 11 for 2 minutes.
Create Food Create Food In Mani Ylem Garlic Garlic Ginseng Ginseng Mandrake root Mandrake root Conjures a random piece of food into your backpack.
Feeblemind Feeblemind Rel Wis Ginseng Ginseng Nightshade Nightshade Lowers the target's Intelligence by 11 for 2 minutes.
Heal Heal In Mani Garlic Garlic Ginseng Ginseng Spider's silk Spider's silk Heals 11–15 points of damage. Does nothing on a poisoned target.
Magic Arrow Magic Arrow In Por Ylem Sulfurous ash Sulfurous ash A fiery bolt for 4–7 damage.
Night Sight Night Sight In Lor Sulfurous ash Sulfurous ash Spider's silk Spider's silk Lets the target see in the dark for 15–39 minutes.
Reactive Armor Reactive Armor Flam Sanct Garlic Garlic Spider's silk Spider's silk Sulfurous ash Sulfurous ash Absorbs melee blows and hits the attacker back for a fifth of each one (see defensive spells).
Weaken Weaken Des Mani Garlic Garlic Nightshade Nightshade Lowers the target's Strength by 11 for 2 minutes.

Second circle

Spell Words Reagents What it does
Agility Agility Ex Uus Bloodmoss Bloodmoss Mandrake root Mandrake root Raises the target's Dexterity by 11 for 2 minutes.
Cunning Cunning Uus Wis Mandrake root Mandrake root Nightshade Nightshade Raises the target's Intelligence by 11 for 2 minutes.
Cure Cure An Nox Garlic Garlic Ginseng Ginseng Tries to cure poison. Strong poisons may need a few tries (see curing poison).
Harm Harm An Mani Nightshade Nightshade Spider's silk Spider's silk 1–15 damage that lands instantly. Strongest up close: half damage at 2 tiles, a quarter beyond that.
Magic Trap Magic Trap In Jux Garlic Garlic Spider's silk Spider's silk Sulfurous ash Sulfurous ash Traps a container so that it explodes on the next person who opens it.
Remove Trap Remove Trap An Jux Bloodmoss Bloodmoss Sulfurous ash Sulfurous ash Removes a magic trap from a container.
Protection Protection Uus Sanct Garlic Garlic Ginseng Ginseng Sulfurous ash Sulfurous ash Gives you a chance to keep casting when you are hit (see defensive spells).
Strength Strength Uus Mani Mandrake root Mandrake root Nightshade Nightshade Raises the target's Strength by 11 for 2 minutes.

Third circle

Spell Words Reagents What it does
Bless Bless Rel Sanct Garlic Garlic Mandrake root Mandrake root Raises Strength, Dexterity and Intelligence by 11 each for 2 minutes.
Fireball Fireball Vas Flam Black pearl Black pearl A ball of fire for 10–16 damage.
Magic Lock Magic Lock An Por Garlic Garlic Bloodmoss Bloodmoss Sulfurous ash Sulfurous ash Locks an unlocked container with a magic lock. Lockpicks can't open it; only the Unlock spell can.
Poison Poison In Nox Nightshade Nightshade Poisons the target. Higher Magery and Poisoning make the poison stronger (see poison spells).
Telekinesis Telekinesis Ort Por Ylem Bloodmoss Bloodmoss Mandrake root Mandrake root Uses or opens an item from a distance.
Teleport Teleport Rel Por Bloodmoss Bloodmoss Mandrake root Mandrake root Instantly moves you to a spot you can see. You can't teleport into a house or onto a blocked spot.
Unlock Unlock Ex Por Bloodmoss Bloodmoss Sulfurous ash Sulfurous ash Opens a locked container whose lock is easy enough for your Magery (see Unlock).
Wall of Stone Wall of Stone In Sanct Ylem Bloodmoss Bloodmoss Garlic Garlic Raises a 3-tile stone wall for 10 seconds.

Fourth circle

Spell Words Reagents What it does
Arch Cure Arch Cure Vas An Nox Garlic Garlic Ginseng Ginseng Mandrake root Mandrake root Tries to cure poison on everyone within 2 tiles of the spot you choose.
Arch Protection Arch Protection Vas Uus Sanct Garlic Garlic Ginseng Ginseng Mandrake root Mandrake root Sulfurous ash Sulfurous ash Gives everyone within 3 tiles +11 armor for 2 minutes.
Curse Curse Des Sanct Nightshade Nightshade Garlic Garlic Sulfurous ash Sulfurous ash Lowers the target's Strength, Dexterity and Intelligence by 11 each for 2 minutes.
Fire Field Fire Field In Flam Grav Black pearl Black pearl Spider's silk Spider's silk Sulfurous ash Sulfurous ash A 5-tile wall of flame that burns anyone standing in it for 2 damage a second. Lasts 54 seconds.
Greater Heal Greater Heal In Vas Mani Garlic Garlic Ginseng Ginseng Mandrake root Mandrake root Spider's silk Spider's silk Heals 41–50 points of damage. Does nothing on a poisoned target.
Lightning Lightning Por Ort Grav Mandrake root Mandrake root Sulfurous ash Sulfurous ash A lightning strike for 12–20 damage that lands instantly.
Mana Drain Mana Drain Ort Rel Black pearl Black pearl Mandrake root Mandrake root Spider's silk Spider's silk Drains a random amount of the target's mana, up to 100.
Recall Recall Kal Ort Por Black pearl Black pearl Bloodmoss Bloodmoss Mandrake root Mandrake root Takes you to the spot marked on a recall rune or runebook (see travel).

Fifth circle

Spell Words Reagents What it does
Blade Spirits Blade Spirits In Jux Hur Ylem Black pearl Black pearl Mandrake root Mandrake root Nightshade Nightshade Summons a whirling blade spirit that attacks whatever is nearest, for 80–119 seconds. Takes 6 seconds to cast.
Dispel Field Dispel Field An Grav Black pearl Black pearl Spider's silk Spider's silk Sulfurous ash Sulfurous ash Garlic Garlic Removes a magical field.
Incognito Incognito Kal In Ex Bloodmoss Bloodmoss Garlic Garlic Nightshade Nightshade Gives you a random name, face and hair for 2 minutes.
Magic Reflection Magic Reflection In Jux Sanct Garlic Garlic Mandrake root Mandrake root Spider's silk Spider's silk Bounces harmful spells back at their caster (see defensive spells).
Mind Blast Mind Blast Por Corp Wis Black pearl Black pearl Mandrake root Mandrake root Nightshade Nightshade Sulfurous ash Sulfurous ash Damage based on how lopsided the target's stats are: half the gap between their highest and lowest stat, up to 45.
Paralyze Paralyze An Ex Por Garlic Garlic Mandrake root Mandrake root Spider's silk Spider's silk Freezes the target in place for 27 seconds (about 20 if they resist). Clumsy, Feeblemind, Weaken, Curse, Poison, Mana Drain and Mana Vampire break the paralysis early.
Poison Field Poison Field In Nox Grav Black pearl Black pearl Nightshade Nightshade Spider's silk Spider's silk A 5-tile wall of poison gas that poisons anyone who touches it. Lasts 43 seconds.
Summon Creature Summon Creature Kal Xen Bloodmoss Bloodmoss Mandrake root Mandrake root Spider's silk Spider's silk Summons a random animal to fight for you for about 6½ minutes. Takes 6 seconds to cast.

Sixth circle

Spell Words Reagents What it does
Dispel Dispel An Ort Garlic Garlic Mandrake root Mandrake root Sulfurous ash Sulfurous ash Tries to banish a summoned creature.
Energy Bolt Energy Bolt Corp Por Black pearl Black pearl Nightshade Nightshade A bolt of energy for 24–41 damage.
Explosion Explosion Vas Ort Flam Bloodmoss Bloodmoss Mandrake root Mandrake root Blasts the target for 23–44 damage, 2½ seconds after the spell is cast.
Invisibility Invisibility An Lor Xen Bloodmoss Bloodmoss Nightshade Nightshade Hides the target from sight for 2 minutes, or until they act.
Mark Mark Kal Por Ylem Black pearl Black pearl Bloodmoss Bloodmoss Mandrake root Mandrake root Marks a recall rune with your current location (see travel).
Mass Curse Mass Curse Vas Des Sanct Garlic Garlic Nightshade Nightshade Mandrake root Mandrake root Sulfurous ash Sulfurous ash Curses everyone within 2 tiles of the spot you choose, you included if you're close enough.
Paralyze Field Paralyze Field In Ex Grav Black pearl Black pearl Ginseng Ginseng Spider's silk Spider's silk A 5-tile field that paralyzes anyone who walks into it for 27 seconds. Lasts 36 seconds.
Reveal Reveal Wis Quas Bloodmoss Bloodmoss Sulfurous ash Sulfurous ash Reveals everyone hiding within 6 tiles of the spot you choose.

Seventh circle

Spell Words Reagents What it does
Chain Lightning Chain Lightning Vas Ort Grav Black pearl Black pearl Bloodmoss Bloodmoss Mandrake root Mandrake root Sulfurous ash Sulfurous ash 27–48 damage to everyone within 2 tiles of the spot you choose, shared out if there are 3 or more. It can hit you if you're standing too close.
Energy Field Energy Field In Sanct Grav Black pearl Black pearl Mandrake root Mandrake root Spider's silk Spider's silk Sulfurous ash Sulfurous ash A 5-tile wall of energy that nothing can walk through. Lasts 30 seconds.
Flame Strike Flame Strike Kal Vas Flam Spider's silk Spider's silk Sulfurous ash Sulfurous ash A pillar of fire for 27–48 damage.
Gate Travel Gate Travel Vas Rel Por Black pearl Black pearl Mandrake root Mandrake root Sulfurous ash Sulfurous ash Opens a moongate to a rune's location that anyone can use for 30 seconds (see travel).
Mana Vampire Mana Vampire Ort Sanct Black pearl Black pearl Bloodmoss Bloodmoss Mandrake root Mandrake root Spider's silk Spider's silk Steals all of the target's mana and gives it to you, unless they resist.
Mass Dispel Mass Dispel Vas An Ort Garlic Garlic Mandrake root Mandrake root Black pearl Black pearl Sulfurous ash Sulfurous ash Tries to banish every summoned creature within 8 tiles of the spot you choose.
Meteor Swarm Meteor Swarm Flam Kal Des Ylem Bloodmoss Bloodmoss Mandrake root Mandrake root Sulfurous ash Sulfurous ash Spider's silk Spider's silk 27–48 damage split among everyone (but you) within 2 tiles of the spot you choose.
Polymorph Polymorph Vas Ylem Rel Bloodmoss Bloodmoss Spider's silk Spider's silk Mandrake root Mandrake root Turns you into an animal or monster of your choice for at least 2 minutes (see Polymorph).

Eighth circle

Spell Words Reagents What it does
Earthquake Earthquake In Vas Por Bloodmoss Bloodmoss Ginseng Ginseng Mandrake root Mandrake root Sulfurous ash Sulfurous ash Shakes everything around you (7 tiles at 100 Magery), taking 60% of its current health, up to 75.
Energy Vortex Energy Vortex Vas Corp Por Bloodmoss Bloodmoss Black pearl Black pearl Mandrake root Mandrake root Nightshade Nightshade Summons a crackling energy vortex that attacks whatever is nearest, for 90 seconds.
Resurrection Resurrection An Corp Bloodmoss Bloodmoss Garlic Garlic Ginseng Ginseng Brings a ghost standing next to you back to life (they get to choose).
Air Elemental Air Elemental Kal Vas Xen Hur Bloodmoss Bloodmoss Mandrake root Mandrake root Spider's silk Spider's silk Summons an air elemental for about 6½ minutes. See Air Elemental.
Summon Daemon Summon Daemon Kal Vas Xen Corp Bloodmoss Bloodmoss Mandrake root Mandrake root Spider's silk Spider's silk Sulfurous ash Sulfurous ash Summons a daemon for about 6½ minutes. Costs you 70 karma. See Daemon.
Earth Elemental Earth Elemental Kal Vas Xen Ylem Bloodmoss Bloodmoss Mandrake root Mandrake root Spider's silk Spider's silk Summons an earth elemental for about 6½ minutes. See Earth Elemental.
Fire Elemental Fire Elemental Kal Vas Xen Flam Bloodmoss Bloodmoss Mandrake root Mandrake root Spider's silk Spider's silk Sulfurous ash Sulfurous ash Summons a fire elemental for about 6½ minutes. See Fire Elemental.
Water Elemental Water Elemental Kal Vas Xen An Flam Bloodmoss Bloodmoss Mandrake root Mandrake root Spider's silk Spider's silk Summons a water elemental for about 6½ minutes. See Water Elemental.

Spells that can't be cast inside guarded towns: Blade Spirits, Chain Lightning, Earthquake, Energy Field, Energy Vortex, Fire Field, Mass Curse, Meteor Swarm, Paralyze Field, Poison Field, Wall of Stone.

Spell damage

The damage numbers above are the spell's base damage. Several things change how much actually lands:

  • Evaluating Intelligence against the target's Resisting Spells. Higher Evaluating Intelligence adds damage, and a better-resisting target takes less (see the damage table).
  • Your Magery. At 100 Magery you deal full damage. Lower Magery deals less, down to −25% at 0, and 120 Magery adds +5%.
  • Monsters and animals take double damage from spells. Players and human-shaped creatures don't.
  • Resisting. If the target resists, it takes reduced damage: three quarters for most spells, 60% for Flame Strike and half for Mind Blast and Chain Lightning. See Resisting Spells for the odds.

Healing and curing

  • Heal (1st) and Greater Heal (4th) restore health, but they do nothing to a poisoned target. Cure the poison first.
  • Cure (2nd) and Arch Cure (4th) remove poison. The stronger the poison, the more Magery you need:

Curing poison

Magery Lesser poison Poison Greater poison Deadly poison Lethal poison
20 97% 80% 62% 45% 27%
40 100% 95% 77% 60% 42%
60 100% 100% 92% 75% 57%
80 100% 100% 100% 90% 72%
100 100% 100% 100% 100% 87%
120 100% 100% 100% 100% 100%

When it works you'll see You have cured the target of all poisons! and when it doesn't, You have failed to cure your target! Just try again.

Poison spells

Poison (3rd) and Poison Field (5th) poison their target. Poison Field always gives regular poison. The strength of the Poison spell depends on your Magery plus your Poisoning skill (10 points less for every tile your target is beyond 3 tiles away):

Magery + Poisoning Poison strength
Up to 130 Lesser poison
130.3 to 170 Poison
170.3 to 199.8 Greater poison
Over 199.8 Greater poison, with a 10% chance of deadly poison

Defensive spells

Reactive Armor, Protection and Magic Reflection are the three personal defense spells. Only one of them can be on you at a time, and after one ends you must wait a minute before casting another (The spell will not adhere to you at this time.).

Spell What it does at 100 Magery
Reactive Armor Reactive Armor Builds a shield worth (Magery + Meditation + Inscription) ÷ 3 points (up to 75). Each melee hit smaller than what's left is absorbed completely, and the attacker takes a fifth of it back. A hit as big as what's left breaks the spell and lands in full (Your reactive armor spell has been nullified.).
Protection Protection Gives you a chance to keep casting when you're hurt: (Evaluating Intelligence + Meditation + Inscription) ÷ 4 percent, up to 75%. Lasts Magery × 2 seconds (3 min 20 s at 100 Magery).
Magic Reflection Magic Reflection Bounces harmful spells back at their caster. It holds 8 to 15 points, depending on your Magery and Inscription (11 at 100 Magery, 15 with 100 Inscription too), and each spell it reflects uses up as many points as that spell's circle.

Travel

Recall rune
Recall rune

Mages travel the world by rune. Mages sell blank recall runes for 15 gold.

  1. Stand where you want to return to and cast Mark (6th) on a rune in your backpack. Rename the rune so you remember where it leads.
  2. Later, cast Recall (4th) on that rune to teleport straight there.
  3. Or cast Gate Travel (7th) on it to open a blue moongate that you, your friends and your pets can walk through for 30 seconds.

You can't recall or gate while you're a criminal, within 30 seconds of attacking another player, or (for Recall) while you're overloaded. Some places can't be marked, recalled to or gated into (That location is blocked.). Teleport (3rd) is for short hops: it moves you instantly to a spot you can see.

Summons

Summoned creatures take up follower slots. You have 5, so you can't, for example, have a daemon and an elemental out at once.

Spell Circle Creature Follower slots Lasts Control
Blade Spirits Blade Spirits Fifth Blade Spirits 1 80–119 s Fights on its own
Summon Creature Summon Creature Fifth A random animal 2 Magery × 4 s Obeys your commands
Energy Vortex Energy Vortex Eighth Energy Vortex 1 90 s Fights on its own
Air Elemental Air Elemental Eighth Air Elemental 2 Magery × 4 s Obeys your commands
Earth Elemental Earth Elemental Eighth Earth Elemental 2 Magery × 4 s Obeys your commands
Water Elemental Water Elemental Eighth Water Elemental 3 Magery × 4 s Obeys your commands
Fire Elemental Fire Elemental Eighth Fire Elemental 4 Magery × 4 s Obeys your commands
Summon Daemon Summon Daemon Eighth Daemon 5 Magery × 4 s Obeys your commands

Summon Creature calls one of these animals at random: Polar Bear, Grizzly Bear, Black Bear, Horse, Walrus, Chicken, Scorpion, Giant Serpent, Llama, Alligator, Grey Wolf, Slime, Eagle, Gorilla, Snow Leopard, Pig, Hind, Rabbit.

Dispel (6th) and Mass Dispel (7th) send summoned creatures away. The odds depend on your Magery against the creature's strength (The creature resisted the attempt to dispel it!).

Polymorph

Polymorph (7th) changes your body into one of these shapes for at least 2 minutes. You keep your own stats and skills:

Chicken
Chicken
Dog
Dog
Wolf
Wolf
Panther
Panther
Gorilla
Gorilla
Black Bear
Black Bear
Grizzly Bear
Grizzly Bear
Polar Bear
Polar Bear
Human (male)
Human (male)
Human (female)
Human (female)
Slime
Slime
Orc
Orc
Lizardman
Lizardman
Gargoyle
Gargoyle
Ogre
Ogre
Troll
Troll
Ettin
Ettin
Daemon
Daemon

Unlock

Unlock (3rd) opens locked containers, as long as the lock is easy enough for your Magery. It won't open treasure chests above level 2 (My spell does not seem to have an effect on that lock.).

Magery Hardest lock it opens
40 28
60 44
80 60
100 76
120 92

Training Magery

  • Every cast trains Magery, as long as the spell is inside your skill window. Successful casts give the best chance to gain, but fizzles count too.
  • Spells you cast every time teach nothing. Spells you fail most of the time teach the most per cast but cost a lot of reagents. The sweet spot is spells you cast successfully about half the time.
  • Casting from scrolls teaches less, because scroll spells are two circles easier.
  • Every cast also has a chance to raise Evaluating Intelligence.
  • Meditate between casts to train Meditation at the same time.
  • Below 10.0 you gain on every attempt, sometimes several tenths at once. Above that, each attempt has a chance to gain 0.1.
  • The harder the attempt is for your skill level, the better your chance to gain. Your chance also drops as you get closer to your Magery cap and to your total skill cap of 700.
  • If you've set Magery to go down (the arrow in your skills list), gains elsewhere can lower it to make room under your total cap. Lock skills you want to keep.
  • Reaching 100.0 adds Magery to the Skills Mastered count on your achievements.
  • Mages, mage guildmasters, holy mages, healers and (surprisingly) hair stylists will train you for gold: up to a third of their own skill, at most 42.0, for 1 gold per 0.1 points. Ask them (or use their context menu) to train the skill, then drop the gold on them.

Stats: each successful use has about a 5% chance to raise Intelligence by 1 point. Each stat can rise at most once every 10 minutes, and only if it's set to rise.

Suggested path

Magery How to train
0 to about 33 Buy the first points from a mage trainer (see below). It's cheap and much faster than casting.
30 to 45 3rd circle: cast Bless on yourself. It's cheap (garlic and mandrake) and harmless.
45 to 55 4th circle: Greater Heal or Arch Protection on yourself, or Lightning and Mana Drain on a training partner or monster.
55 to 65 5th circle: Paralyze or Mind Blast on monsters, Magic Reflection or Incognito on yourself, or Blade Spirits outside town.
65 to 75 6th circle: Reveal and Invisibility work anywhere, even in town. Energy Bolt is good if you're hunting.
75 to 85 7th circle: Mana Vampire and Flame Strike on monsters, or Mass Dispel anywhere.
85 to 110 8th circle: Earthquake out of town (or among monsters), or summon elementals and let them go. 8th circle spells stop teaching at 110.

Because 8th circle spells always succeed at 110, Magery can't be raised any higher than 110 by casting.

Power scrolls

Power scroll
Power scroll

Magery tops out at 100.0 unless you use a Magery power scroll. There are three kinds: exalted (110), mythical (115) and legendary (120). Double-click one to raise your Magery cap to that number: "You feel a surge of magic as the scroll enhances your Magery!"

  • Magery power scrolls come from champion bosses: Barracoon, Lord Oaks, Mephitis, Neira, Rikktor, Semidar and Silvani. Each champion boss leaves 6 power scrolls in random fighting, magic, bard and animal skills, handed out among the players who helped kill it. Each scroll is a 110 (60%), 115 (35%) or 120 (5%).
  • A scroll only works if it's higher than your current cap. Otherwise: "Your Magery is too high for this power scroll."
  • Champion power scrolls are cursed: they always drop when you die, even from a blessed container. Use them or bank them quickly.
  • Raising the cap doesn't raise your skill. You still have to train the extra points.

Messages

Message What it means
The spell fizzles. Your cast failed. You keep your mana, but the reagents are used up.
More reagents are needed for this spell. You're missing a reagent for that spell.
Insufficient mana for this spell. Not enough mana. Meditate or wait.
You have not yet recovered from casting a spell. You tried to cast again too quickly. Wait a moment between spells.
Your concentration is disturbed, thus ruining thy spell. You took damage while casting and lost the spell.
Your hands must be free to cast spells or meditate. Something besides a spellbook is blocking your hands.
You cannot cast this in town! Fields, area spells and summons that attack on their own can't be cast inside guarded towns.
You feel yourself resisting magical energy. Your target resisted the spell, so it had less effect.
The spell will not adhere to you at this time. Another defensive spell (Reactive Armor, Protection or Magic Reflection) is still on, or one ended less than a minute ago.
You have too many followers to summon that creature. You don't have enough free follower slots for that summon.
Thou'rt a criminal and cannot escape so easily... Criminals can't recall or gate.
Wouldst thou flee during the heat of battle?? You attacked another player less than 30 seconds ago, so you can't recall or gate yet.
Thou art too encumbered to move. You're carrying too much to recall.
You cannot heal yourself in your current state. You're poisoned, so healing spells won't work. Cure yourself first.

Tips

  • Carry a spare reagent stack. A pack of 50 of each reagent costs only about 150 gold at a mage.
  • Learn Greater Heal and Cure early. Together they keep you alive through almost anything.
  • Don't follow Paralyze with a curse. Clumsy, Feeblemind, Weaken, Curse, Poison, Mana Drain and Mana Vampire all free a paralyzed target.
  • Mind Blast is strongest against lopsided targets, like a strong but dim warrior or a frail mage.
  • Watch your feet with area spells. Mass Curse and Chain Lightning can hit you if you're close enough, and Earthquake hits everything around you, your own pets included. Your own Paralyze Field will freeze you too if you walk into it.
  • Keep a few runes to the bank, a healer and your home so you can always recall to safety.

See also