Mortal Online 2

Mortal Online 2

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Billbonty's Guide to Magic
By billbonty
This is the successor to my guide for magic in Mortal Online 1. If you would like to join MANA, ask a question, or request that I add more information... add me in discord: billbonty#6444

If this guide helped you, like it and leave a little award. <3
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Getting Started
Magic is a staple of Mortal Online and this is only the beginning. 13 magic schools are planned for the game and Ecumenical magic is only the start containing the same 13 spells that were included in Mortal Online 1. Here is also a link to my original guide for the first game (some of the information is still relevant): https://steamproxy.net/sharedfiles/filedetails/?id=2309173895
This guide is a work in progress that will be updated and improved upon regularly.

Updated as of 24-December-2023.
Currently under contruction! 10-November-2024

Change Log: At least 30% of the guide has been updated/renovated. TONS of additions and changes, most importantly with elementalism.


General Magic Info
  • The level requirement of the spell being cast matters in pvp. An enemy's psyche is more likely to resist spells that are lower level such as outburst compared to a flamestrike or mental projectile.
  • +50% damage against monsters. Your lores also effect this. (Currently excludes bandits, risars, Minotaurs, and player pets for pvp balance)
  • While mounted, you cannot turn the horse or change speed while precasting a spell. (you will often find yourself riding away from a fight by accident) (Necromancy voids this rule)
  • Dexterity determines your ability to turn your mount while riding, so if you have 10 dex you might have a hard time in pvp with magic.
  • Mounted Magery determines your effectiveness with magic while riding. You are 50% less effective with magic while riding with 0 skill. With 100 in Mounted Magery, you will be able to deal as much damage as you would on foot.
  • All spells take 50% longer to cast while mounted.
  • Psyche is the stat that is used to determine your defense against magic and the likelihood of resisting a spell (takes much less damage). Elementalism voids this rule due to having other damage types.
  • Intelligence is the stat that governs your spell damage/healing potential except for mind blast.
  • Your mana pool is your int + psyche.
  • Pressing Q is the default cast last spell key. This is used to quickly precast the last spell used or cast the readied spell onto your target. (Q for you)
  • Pressing E is the default key to cast last spell on yourself or begin precasting the last spell used. (E for me)
  • Stay under 2kg of armor weight or 6kg if you are a human with the Cleric clade gift unlocked for 100% mana regen. Going over 2kg (6kg for human) will hinder your mana regeneration capabilities or even stop them all together at extreme values! You can still manage your mana regen at 8kg+ and wear heavier armor, but don't expect to spam spells as much.
  • Any AOE spell will require you to turn on criminal actions.

Stats that matter
  • Psyche - Magic defense stat that also determines your mana pool and mana regeneration. This stat does not effect elemental damage since they have their own damage types!
  • Intelligence - Magic offense stat that determines your damage and mana pool.
  • Age - Determines your max stats. Higher age = more intelligence and psyche, lower age = more dexterity. Alvarins have an age balancing clade gift that makes age 31-35 the meta for dex mages.
  • Weight - Obese gives +20 int, +20 psyche. If you are a pure mage you are going to want that damage buff!!!
    Skeletal gives +20 int, +20 psyche, and +15 dex but you'll have on average around 50 less HP points or more. Much different playstyle, but definitely doable.

Go to the Magic Tutor in haven before you leave and get your 30 free points in magic schools and ecumenical spells!

ALSO don’t forget to hit the taming tutor for your free creature control and taming points!! (Enough to immediately get a horse)

You are able to unlock Elementalism in Haven as well!! Be sure to look for those rock crystals and geodes in the rat cave!



The best way for a budding mage to begin their journey is to collect plants and sell them to your local vendors or even other players if the opportunity arises. You can quickly obtain a few gold just by picking up sea dew near meduli, salvia in the mountains, or the blue flowers in the woods. Alternatively, you can kill pigs or walkers in your local graveyard and butcher their carcasses which will provide about 6-12 silver per kill. Walkers even drop some reagents. Wisents and bandits are also great sources of gold and will be found east of Meduli in the plains, but the bandits are NOT easy to kill on foot. Bring friends.
Reagents
All spells require reagents of some kind, and almost all of them drop on death (spiritism magic has some exceptions to this). Knowing where to find them and how many to bring to the fight is very important.

Magic Vendors carry most of the reagents you need, including your basic spellbook which costs 1g.

The reagents that the vendor doesn't carry are cuprum, coal, pyrite, rough black opals, jadeite, ritual ash, [ritual blood[/b], pitch, salt, granum pile, granum powder, noisome essence, tar, salt crystal, shimmering solution, flakestone, lodestone powder, volcanic ash, white fuming essence, nimbic spirits, purified water, and water.

Make sure you have the lores necessary to acquire the resources you're after while extracting!

  • Cuprum can be found from extracting saburra in a crusher and refining the malachite it produces in a furnace. Can also be found within granum by extracting it in the crusher and putting the Amarantum you get in the furnace. The Gravekeeper boss in the Fabernum dungeon, bandit healers, bandit casters, and bandit veteran casters have also been known to drop cuprum.
  • Coal can be obtained in large amounts by crushing calx.
  • Pyrite can also be found from saburra but in small quantities, never carry more than a couple with you at a time... you probably won't even need it! If you put saburra into the attractor, it produces the most pyrite, but nothing else.
  • Rough Black Opal can be found mining (rarely), sators WITH spears in the sator dungeon (high chance) 1-5 per drop, and possibly other locations. They are needed for the earthquake spell.
  • Water is of course obtained from nearly any body of water by just holding R on the surface.
  • Spirit Box hold 50 spirits and can be obtained from your local magic vendor for 2g or medium spirit boxes that carry 150 spirits for 6g. The spirits can be obtained by using Transcendental Seance on yourself in the ether in the right location and then cast Expel Spirit on yourself to capture the spirit that arrives.
  • Jadeite is made from processing saburra rocks into malachite in the crusher.
  • Ritual Ash is made by processing sacrificial walker carcass in a furnace and requires shinaria lores.
  • Ritual Blood is made by processing sacrificial walker carcass in a butchery table or skinning it on the spot.
  • Pitch is made by producing coke. Put coal backed with coal in a furnace.
  • Salt is sold by the grocery vendor.
  • Granum Pile is easy to obtain just go hit some rocks with a pickaxe.
  • Granum Powder requires you to to put granum piles in a grinder or crusher (grinder gives more powder, crusher gives more resources).
  • Noisome Essence is sold by the utility vendor and drops from trolls.
  • Tar is made by processing 42 sweat salt per 1000 pitch in the fabricula.
  • Salt Crystal is found on the ground near Meduli in certain places and underwater in Sausage Lake.
  • Shimmering Solution is made by processing shimmering essence with purified water in a fabricula at a 1:1 ratio. The ratio of shimmering solution created to shimmering essence required is 83:100.
  • Flakestone is made by crushing granum in a crusher.
  • Lodestone Powder is made by grinding lodestones with water 1:1. Yes, 1 lodestone and just 1 water is all you need. It should produce around 93 powder each.
  • Volcanic Ash is produced by crushing or grinding tephra.
  • White Fuming Essence is bought at the utility vendor.
  • Nimbic Spirits is produced by putting shimmering solution and calx powder 1:1 into the fabricula. Approximately 40% return rate.
  • Purified Water is produced by processing water with salt in a fabricula (10:1 ratio) or in a natorus with nothing else needed.
Character Builds
So You've made it this far but not sure what build you should go with?

If you are an offensive player/pvper especially on the small scale 1v1 - 5v5 end of things you're going to want to go dex mage for the added mobility it provides. Being able to escape fights is extremely important in small scale since it is very common for mages to be rushed at the start of the battle.

If you are more defensive or even pve focused, you'll want to be a fat mage. Having the highest magic dps is extremely important in dungeons and large scale fights where you're a bit less worried about being rushed. Being able to lesser heal for 35+ and fulm for 70+ is extremely important and vital to your team. The reason these builds are typically frowned upon in pvp is because of their movement speed. If a fat mage gets rushed they need to call it out in comms and parry attacks with a shield or they will be dead 100% of the time.

Oghmir Fat Mage
  • HIGHEST damage (138 int), mana (260), and hp pool. LOWEST dex (10). Max out con, int, and psy.
  • Race: Huegar pure (Oghmir)
  • Age: 62
  • Attributes to max on character creation: Constitution
  • Height: Minimum +1 (Gives an extra HP point. will have 11 stats left over after everything, can add more size if desired to reach a max of 217 hp)
  • Weight: Maximum (200% obese)
  • Expected HP: 206 (minimum height) 207 (min height +1) 217 (max you can get while still getting max int, con, psy)
  • Key clade gifts: +2 max int, +2 max psy (will let you reach 138 int and 122 psy)

Sidoian Human Fat Mage
  • HIGH damage (134 int), mana (250), and hp pool. Low dex (44) or str (44). Max out con, int, and psy.
  • Race: Sidoian pure (Human)
  • Age: 62
  • Attributes to max on character creation: Constitution
  • Height: Minimum (Put extra points here at your discretion)
  • Weight: Maximum (200% obese)
  • Expected HP: 183 (minimum height)
  • Key clade gifts: +2 max int, +2 max psy (will let you reach 134 int and 110 psy)
  • Notes: Use this human build for maximum magic damage as a human. Humans can also use up to 6kg armor weight before they take mana regen reductions and can have the shamanistic clade which makes humans the best option for summoner necromancers.

Sid/Sard Human Fat Mage
  • HIGH damage (130 int), mana (258), and hp pool. Either OK dex (61) or Good str (61). Max out con, int, and psy.
  • Race: Half Sidoian and half Sarducaan (Human)
  • Age: 62
  • Attributes to max on character creation: Constitution
  • Height: Minimum (Put extra points here at your discretion)
  • Weight: Maximum (200% obese)
  • Expected HP: 178 (minimum height)
  • Key clade gifts: +2 max int, +2 max psy (will let you reach 130 int and 122 psy)
  • Notes: Use this human build for maximum bonus points to your skills (as much as an ogh fat mage) + better dex or str (high enough to use most spears!!!) as a human. Oh the higher str also makes you look less fat... just saying. Humans can also use up to 6kg armor weight before they take mana regen reductions and can have the shamanistic clade which makes humans the best option for summoner necromancers.

Sheevra Dex Mage
  • Average damage (105 int), OK mana (143), HIGH dex (112), decent str (34). Max out con, int, and dex.
  • Race: Sheevra pure (Alvarin)
  • Age: 31
  • Attributes to max on character creation: Constitution
  • Height: Maximum (180 cm)
  • Weight: 111-130% Stout
  • Expected HP: 165 (111% stout) to 176 (129% stout)
  • Key clade gifts: There are no clades to increase maximum int / psy with Alvarin. Focus on the free skill points instead. +4 dex +4 psy +4 int
  • The 34 strength included in this build is to use katanas- the lightest sword in the game or daggers which provide weakspot damage with the change of success being based on your dex.
    Most daggers only need up to 23 str but if you intend to use heavier materials you will need this.
Skill Books
Books in Mortal Online can be some of the most expensive objects in the game. Later on, books will exist that are worth thousands of gold to the right buyer and contain very rare and powerful knowledge. Lucky for you, none of those are needed or available.... yet

Magic Librarians are found in every major town including haven and contain every book you need.
(for now...)

A few of the librarian locations:
  • The librarians in Tindrem are located across from the bank inside a large dome roofed building.
  • Meduli's magic librarian is northwest behind the bank in a small house.
  • Fabernum's magic librarian is located north of the town square in a house off to the left.

Librarian
Shopping list:
  • Reading - 10s
Magic Librarian
Shopping list:
  • Ecumenical Spells - 10s
  • Mental Training - 10s
  • Mental Focus - 2g 50s
  • Concentration and Focus 3 - 30s
  • Mental Offense - 50s
  • Vitalism - 50s
  • Mounted Magery - 2g 50s
  • Spiritism - 2g 50s
Total cost: 9g 10s (includes the reading book)

Animist Librarian (optional)
Location: Jungle Camp
Shopping list:
  • Dominate 1 - 50s

The Magic Schools book isn't in this list because you should have gotten it to 30 already in haven at the Magic Tutor. If not, it is an extra 10s at the Magic Librarian. The dominate book will allow you to max out Ecumenical spells VERY easily and can be deleted afterwards if it is not wanted.

Be careful of hitting “Fix Overflowed Skills”, this happens when a primary skill is over what the parent skill can support. If you press this, that skill will automatically lock and reduce level to what the parent skill can support! (This could leave you stuck at 50 mental offense with you wondering how that happened)

Order of reading:
1. Reading - read fully
2. Vitalism - start reading and stop at the first skill increase
3. Mental Training - start reading and stop at first skill increase
4. Mental Offense - read fully
5. Mental Focus - can start reading at 50 Mental Training
6. Concentration and Focus 3 - can start reading at 25 Mental Training
7. Mounted Magery - read fully
8. Ecumenical Spells - read fully (unless you get the Dominate 1 book)
8.a Dominate 1 - read fully if you decide to get this and drop the Ecumenical Spells book around 50
9. Spiritism - read fully


Fat Mage
For most fat mages, being on foot isn't really a great option for you. You're slow and can't outrun most mobs or players. You will need a few additional books read before you go out taming and riding your own horses, or buy horses off the market for 5-20g.

Librarian
Shopping list:
  • Domestication - 10s
  • Taming - 2g 50s
  • Creature Control - 2g 50s

Read these books after you are done with your magic books, they are much more important.
Scribing
All scrolls you find must be scribed into a spellbook that does not have that spell already in it. You will have to find many scrolls to level up your scribing if you don't find the skill book.

  • The scribing skill book is an uncommon drop from the Illusionist boss in the Tindrem Sewers. This will take your scribing skill to 70 upon completion. The boss is found across from the entrance to the bandit leader in the sewers. This boss requires all fighters to enter at the same time or you will be locked out of the fight. 3-5 capable fighters are more than enough to take this boss down.

  • Once the skill book is completed, you will have to find scrolls crossing over your skill level in order to gain exp and continuing to level up.

  • You gain exp only on successful scribing attempts and get 90 exp per success.

    Example: Lvl 70 scribing won't allow you to hit 71 by repeatedly scribing spurt or lightning. You have to scribe spells with a higher skill range such as Transcendental Awareness which is 65-85. Past 85, you would no longer be able to scribe that spell to level up either and have to find a new method.


Leveling Scribing to 100

Once you are lvl 70 scribing, you'll need to get a hold of tons of scrolls to continue leveling.
Scribe Mental Healing or Greater Healing into books from 70-75. From 75+ you could just start buying resurrect scrolls at 10g each, but you'll have extremely low success rates until around lvl 90. No matter what you do, expect to be spending a LOT of gold leveling this from 75-100. Here's a couple alternatives that might be better for you to level with:
  • Fulminate - 60-85
  • Mental Projectile - 60-85
  • Flamestrike - 70-95
  • Dispel Portal - 70-100
  • Earthquake - 75-100
  • Ether Portal - 80-100

Here is also a spreadsheet to help you calculate the cost, estimated number of scrolls needed, and success chances of the scrolls you will be scribing. Enjoy!

https://gnapstar.github.io/mo2-scribing/

Ecumenical Spells
Key Features of Ecumenical Magic
  • You can walk while casting.
  • Your precasted spells will stay charged for 20 seconds.
  • Can be cast while mounted.
  • Ecumenical spells deal magic damage which is reduced by psyche.
  • Mind blast has a different damage calculation and is determined by your opponent's difference between their strength and intelligence stat. Currently has a cap to prevent extreme damage in PVP. (big difference in numbers = big damage) early on in the beta this damage was capped at 42. The current cap is 36.
  • Earthquake damage is calculated based on individual psyche of each target hit and dismounts players.
  • It is possible to cast earthquake just far enough away from your target to not be injured by the aoe yourself.
  • Earthquake requires you to turn on criminal actions.
  • Your best range and most mana efficient spell here is outburst.


These damage values are taken from an oghmir fat mage with 138 int.






























Your basic spellbook bought from the magic vendor will contain these spells:
  • Outburst
  • Spurt
  • Lightning
  • Purify
  • Lesser Heal
  • Magic Reflect
  • Corrupt
    - All of these can also be found as scrolls in barrels in the Tindrem sewers, bandit casters, urns at bandit camps, and the bandit leader. Also found in sator camp chests and urns in the jungle!



    Your remaining spells are:
  • Thunderlash - Drops from bandit casters and risar casters with a 10% drop chance.
  • Flamestrike - Drops from veteran bandit casters and veteran risar casters with an 8% drop chance.
  • Fulmination - Drops from bandit casters, bandit healers, risar casters, and risar healers with a 5% drop chance.
  • Great Heal - Drops from bandit healers and risar healers with a 10% drop chance.
  • Earthquake - Drops from veteran bandit casters and veteran risar casters with a 1% drop chance.
  • Mindblast - Drops from bandit casters, bandit healers, risar casters, and risar healers with a 10% drop chance.
Spiritism Spells
Key Features of Spiritism Magic
  • You can walk while casting and go full speed while casting in the ether.
  • Your spells cast immediately upon completion.
  • Can be cast while mounted.
  • Spiritism spells deal magic damage which is reduced by psyche.
  • Your spiritism level increases your Kau in the ether. (your mana bar)
  • Cast transcendental awareness on yourself before resurrecting someone or you will not be able to see the spirit.
  • Ether portal requires you to die to enter the portal, do NOT go in with armor on.
  • Spirit boxes are the only thing that will be kept on death during ether portal use.
  • Spiritists can use ether portals instead of being revived. Contrary to MO1, ether portals appear for both the living and the dead regardless of which realm you are in while casting.
  • Currently the most expensive magic school to get into, costing you roughly 10-18k gold to get both the Multiuniverse Lore book and Ether Portal Knowledge books which are needed to travel through ether portals.
  • Capturing spiritis is the only way to gain Transmutation Flux.
  • Clicking home priest or nearest priest while in the ether drops your spirit boxes on the ground, but not your flux.
  • Traveling through an ether portal is the only way to die and still keep the charges on your trinkets. Respawning at a priest afterwards is just fine.

These damage values are taken from an oghmir fat mage with 138 int.






























All spiritism spells must be found and scribed into your book. None are given to you freely in your basic spellbook.

[Work in Progress]

  • Resurrect - Magic vendor 10g
  • Transcendental Awareness - Magic vendor 5g
  • Transcendental Seance - Magic vendor 1g
  • Ether Momentum - Minotaurs and risars (rare drop)
  • Ether Barrier - risar commanders with a 10% drop chance
  • Kau Regeneration - Risar healer, the Gravekeeper, and bandit healers with a 5% drop chance.
  • Etherworld Portal - Trade a forest troll head to a spiritst trader in a major city in exchange for the scroll
  • Expel Spirit - Magic vendor 1g
  • Mental Projectile - Sators in the Sator dungeon (5-10% drop chance)
  • Dispel Portal - Southern Steppe Bandit Camp chest, Bandit Healers, and Risar healers with a 5% drop chance
  • Mental Healing - The Illusionist (25% drop chance), Bandit Healers (5%drop chance), and Risar healers (5% drop chance)

    Scrolls and Skill Books
  • Multiuniverse Lore - Trade the spiritist trader a Multi Universe Knowledge scroll found from the Minotaur King in the Minotar Dungeon (chance drop, not guaranteed)
  • Ether Lore - Magic Librarian 1g 50s
  • Ether Portal Knowledge - Trade the spiritist trader an Ether Dimension Knowledge scroll dropped by The Vessel in the Sator Dungeon (chance drop, not guaranteed)
  • Spiritism - Magic Librarian 2g 50s
Resurrection for Dummies
Step 1: Have spirit box with at least 1 spirit.
Step 2: Make sure you and the poor unfortunate soul are in the same area.
Step 3: Cast Transcendental Awareness on yourself (costs a spirit). This allows you to see the spirits from the world of the living and target them.
Step 4: Cast Resurrect on your friend from close range and have them accept the revive. You will need Jadeite, Calamine, and Cuprum for this.
Step 5: Profit.

If both of you are spiritist mages you can just summon an ether portal which they can walk through. It only requires spirits to cast, you just need your ether lores before using this method (2 primary skills). Technically you don’t have to be a spiritist to walk through the portal as long as you have the skills necessary (60 in Ether Portal Lore).
Transmutation Flux
What does it do?
Transmutation Flux is used for rerolling trinkets you find out in the world from fishing, bandits, risars, bosses, and other formitable opponents.

Tiers:
Cuprum, Silver, Gold, Skadeite, Oghmium

Gathering Flux:
To gather flux, you need to capture spirits with spiritism magic in the Etherworld. The drop chances are LOW and you can expect to gather one about every 4 medium boxes if you are solo and in a good location. Flux can also drop from single orb spirits, but don’t expect to find many.
The best locations to gather flux are the Minotaur dungeon and Celaeno cave.

Rarity:
So you want a gold flux? It might be a while. While out gathering spirits and getting roughly 40-50 per spirit in good locations, you can expect a Cuprum flux to be the most common. Silver flux is 2-3x rarer than Cuprum and gold flux is 2-3x rarer than silver. Gold flux is the highest their that has been discovered so far as well.

Calculating drop chance:
If you are gathering 40-50 spirits per attempt at say your average bandit camp, and it takes about 4 medium boxes til you typically find a flux… then you’re looking at about a 7-8% chance to gain a flux at all.

If silver flux are about 2-3x rarer than cuprum flux, then you’re looking at a 2.3-4% drop chance per captured spirit.

If gold flux is 2-3x rarer than silver, then you’ll have a 0.76-2% chance at gathering one per spirit.

  • Cuprum: 7-8%
  • Silver: 2.3-4%
  • Gold: 0.76-2%
  • Skadeite: N/A
  • Oghmium: N/A This flux DID briefly drop during the Hallloween event of 2022, but is not yet obtainable anywhere else ingame since.

These numbers change depending on location, but are a good baseline to understand the way it works.
Capturing Spirits
In MO1, you had the ability to fill the boxes by going to a priest and killing yourself which split the number of spirits in your boxes in half and you kept them on death... With MO2 this is not the case...

So, where do we begin?

You need to have collected Etherworld Portal, Transcendental Seance, and Expel spirit... then the lore books Ether Portals, Multiuniverse Knowledge, and Ether Portal Knowledge skill books... read them.. AND the spiritism skill book...
(refer to the Spiritism section for where to get all of these books and spells)

  1. Put your equipment, reagents, and anything that isn't a spirit box or spellbook into your bank.

  2. Kill yourself. No really, die. Summon an etherworld portal on yourself and enter it. Your spirit boxes and spellbook stay with you upon entering and leaving ether portals. If you are banished in the ether or die ingame through any other method, you will drop your boxes as if they were anything else.

  3. To summon a spirit, head to a local mob spawn (you have to be very close), and start casting Transcendental Seance on yourself until you find a spirit. It will have small orbs orbiting the spirit which looks ironically like a jellyfish (insert spongebob joke) with the amount of orbs reflecting how difficult the enemies are in this area. You will find that the minotaur dungeon and bandit camps have different amounts of orbs which make them more difficult to banish.

  4. You have to hold left click and follow each orb around the spirit to banish them. If you are too slow, you will be banished and your boxes dropped in the ether and you will have to go back and retrieve them. Usually on the last orb, I cast Expel Spirit on myself, remove the last orb, and hold left click on the spirit itself. Its lifeforce will be drained, and as long as the spell is active, it will be banished and your boxes will be filled!

  5. From here you can cast Etherworld Portal on yourself ANYWHERE and have your full spirit boxes back in the world of the living to sell to vendors or put on the market for fat cash! If you use a priest instead, you will lost 50% of the spirits from all of your boxes!
In the future, there will be a much bigger market for these spirits as well since necromancers will be fighting over them left and right on the broker (spirits will be needed for many of their spells)

  • Small Spiritboxes costs 2g, holds 50 spirits, come with 5 already, and sell for 3g 50s 1g when 50/50
  • Medium Spiritboxes costs 6g, holds 150 spirits, come with 5 already, and sell for 10g 50s 3g when 150/150
Maxing out
Once you have built your desired character, aquired your basic spellbook, read your skill books, and have a decent amount of reagents... You might still be feeling a little weak.

Mental offense and your Intelligence stat govern your ability to deal damage... But each successful spell cast's exp is determined by the amount of mana that is spent.

The cheapest way to max out your skills is to cast spurt on yourself repeatedly (pressing E) and rest or use lesser healing to regain health.

Based on the new method of exp gain, casting mental healing on yourself would be the fastest (and most expensive) way to level up your skills. Casting spells like fulmination and engaging in combat might just be better in the long run for your new character though. If you do this while mounted, it will also increase your mounted magery skill.

What this levels up:
  • Mental Focus
  • Mental Offense
  • Mana regeneration
  • Meditation (if you rest)
  • Concentration
  • Intelligence stat
  • Psyche stat

Once you have maxed out your skills you may notice that you may be TRAINED to 90 or so, but EFFECTIVE lvl 100 in many of your skills. Your bonus points associated with int and psy with each skill will allow you to save primary points. Use these in other skills you may have passed up such as taming, defensive stance, and creature control. Later on you will need these points for ether portals, spiritism, necromancy, elementalism, and many of the other options magic has to offer.

If you are interested in joining MANA (the premier mage's guild in-game) and mastering the arcane arts, have questions, or more information I might have missed, message billbonty#6444 in discord.

Get out there adventurer!
Necromancy Spells
All Necromancy spells must be found and scribed into your book. None are given to you freely in your basic spellbook.

Key Features of Necromancy Magic
  • You can SPRINT while casting.
  • Your spells cast immediately upon completion.
  • Can be cast while mounted.
  • Necromancy spells deal magic damage which is reduced by psyche.
  • Spirit boxes are commonly needed for necromancy, so be sure to have a good supply.
  • Crawling hands, Raise Walker, Raise Strong Walker, and Raise Greater Walker all turn you a criminal after casting no matter what. DO NOT CAST IN TOWN!
  • Auw Surge can be cast through walls to hurt people hiding in houses.
  • Auw Surge scales with Int. 100 Int (maximum effect) = 17% protection!

The Necromancy Notes can be found north of the mino cave sold at a small house with a vendor for 10g and awards 1 skill point in Necromancy. (can also just directly trade a medium spirit box for this!) The notes can also be bought for 10g worth of items outside the smoking house vendor at the Necromancy Dungeon. Here is a list of what he sells:


The Tome of the Walking Dead is a rare drop from coffers inside the necro dungeon and can be purchased from the vendor outside the dungeon. This book helps with the mana drain that all walkers require while under your control.

The Necromancer's Tome drops from the Descensus High Priest rarely and the Risen Troll chest that requires the salted key which is dropped by the troll in the dungeon. The tome levels Necromancy to a maximum of 50.

The Compendium of Necromantic Rituals is dropped by the Descensus High Priest (1% chance) and the Risen Troll chest and is by far the rarest drop for both locations. The compendium levels ritualism to a maximum of 70.

It is POSSIBLE to get both the necro tome and compendium in necro POI chests as well, but it is much harder to obtain one that way. (extremely low drop chances well below 1%)

The Notes of Necromantic Rituals requires the player to obtain 50 carved bones. You obtain them through scavengers and necromancers at necro poi's with 33% drop chance. Multiple bones (like 5-10) drop from the Descensus High Priest as well when he is killed. You must then take these bones down to the Fabernum dungeon just before the Gravekeeper and pull a lever. This lever will open a wall behind you and you should walk through an invisible wall on the right side of the room you then enter with the chest. Behind that wall is the vendor. Human clades do not allow you to buy the notes with less bones, you just get some extra silver back for the vendor price of the items.

Sacrificial walkers drop Ritual Blood and Risen Sacrifice Carcass. This carcass can be butchered for MORE Ritual Blood (Shinaria Lores), or put in a furnace to produce Ritual Ash.

  • Raise Walker - Drops from Necromancers at ruins and in the dungeon. Can also be found in coffers.
  • Control Undead - Drops from Necromancers at ruins and in the dungeon. Can also be found in coffers.
  • Command Undead - Drops from Necromancers at ruins and in the dungeon. Can also be found in coffers.
  • Risen Greater Walker - Drops from Necromancers at ruins (less common) and in coffers within the dungeon.
  • Risen Strong Walker - Drops from Necromancers at ruins (less common) and in coffers within the dungeon.
  • Miasma - Trade 10 Strange Baubles at the jungle camp Researcher, Strange Baubles drops from sators anywhere in the jungle.
  • Sacrificial Heal - Drops from Necromancers at ruins (less common) and Descensus Priests. Can also be found in coffers.
  • Sacrificial Eruption - Drops from Necromancers at ruins (less common) and coffers in the dungeon. Can also be found in coffers.
  • Blind - Drops from Descensus Priests and in coffers within the dungeon.
  • Death Hand - Drops from Necromancers (in dungeon) and in coffers.
  • Cloud of Ashes - Drops from coffers (in dungeon) and Descensus Priests.
  • Benumb Mind - Drops from coffers (in dungeon).
  • Crawling Hands - Drops from coffers (in dungeon).
  • Auw Surge - Drops from the Descensus High Priest.
  • Akh Bond - Drops from the Descensus High Priest and in coffers (in dungeon).
  • Mental Leech - Drops from the Descensus High Priest and coffers (in dungeon).
  • Atrophy - Drops from coffers (in dungeon).

    Open the picture in a new tab to read it easier.
Ritualism
Ritualism is an extremely difficult and painful endeavor for mages. The pets have no defenses and their damage is easily mitigated by armor, with the exception of acid attacks from creatures like the Tupilaks and clothos maidens.

Ritual pets do not take any pet points to hold, but you can only have one undead mount and one undead combat pet out at a time. Summoning or bringing another out from an equerry will KILL the first one outright without warning.

It is possible to have both a ritual horse and living horse out at the same time because they are both mounts, but having a living mount out and an undead combat pet out at the same time will make the undead pet start attacking your living mount until it dies or is stabled.

Bringing an undead pet of any kind into town will result in you becoming a criminal and being killed by the guards. Performing a ritual also makes you a criminal and reduces your psy by one point (this is easy to get back don't worry). You have to stable these pets in house and stronghold equerries.

The Occultist vendor is the only place to buy ritual candles and ritual circles which are used to train ritualism. You will need a LOT of gold to make this happen. Each candle and table cost 1 gold each and each ritual gives 9 exp. Here is a chart:



There is an easy way to level ritualism now! Summon a tupilak and just spam its abilities. Ritualism also counts as a kind of undead beast mastery so this method is VERY CHEAP! It just takes time.
Elementalism Spells
Key Features of Elementalism Magic
  • You can walk while casting.
  • Your spells cast immediately upon completion.
  • Cannot be cast while mounted.
  • Requires criminal actions to be on to cast 95% of the spells. (Therre are only a couple exceptions)
  • Only projectile based magic school.
  • Elementalism spells deal a variety of different damage types depending on the element and branch of elementalism being used. This means the damage is generally unaffected by a person's psyche.
  • 70 spells total. 10 spells for each branch of elementalism. Tons of variety and different effects. (Entities hasn't been released yet)
  • LOTS of AOE magic here.
  • The human clade tactician will help you deal less damage to friendlies. Heavily consider this when making your character.

Propulsion

These spells are all very basic and have minimal AOE if any at all and hit for small numbers, but have faster cast times. Here's all of the spells in order from darkness-light at 138 int.



Aggregation

These spells are your main damage dealers at range that require minimal setup. Their projectile speed is slow, but the AOE damage is HUGE as it should be. These will be your bread and butter as an elementalist especially for pve. All spells are shown at 138 int and organized from darkness - light.




Direction

Direction has some of the heaviest hitting spells in the game. These are terrifying on a battlefield and can 1 shot players and pve alike in the right circumstances. Starfall on a bandit camp is an easy way to get your tasks done. These spells have the largest AOE in the game right now as well. Lightning ball even allows you to control the spell's direction after you have cast it. All spells are shown at 138 int and organized from darkness - light.




Emanation

Emanation is a strange one. This magic has lights, water breathing, and a strong fire aoe. Lots of status effects that aren't implemented yet and utility that gives each spell an obscure place on your hotbar. Definitely the kind of magic you keep in your back pocket. All spells are shown at 138 int and organized from darkness - light.




Arrangement

Arrangement is all about controlling your environment. Create stone walls, ice barriers, and water wards to slow down, trap, or inconvenience your pursuers, allowing you to escape or kill the enemy. Static charge and fire wall are also GREAT for PVE. One cast in the right spot and you can kill half a dozen enemies at once (I've done it many times). Definitely a staple for any elementalist. All spells are shown at 138 int and organized from darkness - light.




Polarization

Polarization is for controlling the weather. This is needed as setup some for direction spells. Currently not fully working as intended since the temperature doesn't have an effect on the body yet. Useful for obscuring the vision of everyone nearby in order to transport items town to town or sneak up on an enemy group. VERY beautiful spell effects and just as noticable from any range. Not super useful right now in all reality, but will be crucial in the future All spells are shown at 138 int and organized from darkness - light.

Elementalism Collectibles
So you're probably noticing at this point that the vendors want some pretty expensive and hard to find items... Take a look below to get an idea of where and what to look for.

  • Rock Crystal Geode - These are rare drops from mining any rock and can be found rarely by collecting a rock crystal pickable and drop from Sators in the jungle.



  • Rock Crystal - These are rare drops from mining and can be collected right off the ground in caves and large rocky areas like Granum Pass. Some bodies of water also will contain these if you've got some swimming skills. Here is what it looks like on the ground!




  • Salt Crystal Clump - These are found as pickables in desert regions such as Meduli and Spider Valley to the southeast.



  • Salt Crystal - These are found in desert areas and underwater in Sausage lake and other areas. Here's wwhat it looks like on the ground.




  • Lodestone - These are probably going to be your bread and butter for unlocking elementalism. They are found while mining and count as a rare drop. You can expect to gather a few of these an hour on nodes that are not depleted and occasionally you will get 2 at a time.



  • Black Sea Glass - These are found in the jungle and are a rare drop from any creature you find on the shore. Sators, Coralis Crabs, Turtles, etc. They are also a drop from the Tidewrack pickable.



  • Shimmering Essence - This is found in all dungeons and most caves. This is extremely useful since it is used in the fabricula to create Shimmering Solution. It can also be extracted from Glimmercap Mushrooms in a herbologium! (you need a lot of lores... an alchemist is needed)
    This is what shimmering essence looks like on the ground.




  • Tidewrack - This is found on most beaches and sometimes in the water. This is what it looks like. This stuff is kinda like a satchel and gives you Dodecohedral Baubles, Lodestones, Geodes, Carved Bones, and Black Sea Glass.




  • Dodecohedral Bauble - Not much is known about these except that they can be obtained from Tidewrack. There is another method though... possibly chests in the jungle...



  • Sweat Salt - These are found around lava areas such as the lava falls by GK.




    Glimmercap - These are found in deep natural caverns and the jungle. Can be refined into shimmering essence at a herbologium 1/8 return rate (12.5%).
Elementalism Vendors
Vendors

The elementalist vendors are actually tables with a large book on them. It is more about the STUDY of elementalism than just trading an NPC. (even though that is still exactly what you are doing)

Here is the link to the table Aune made that I picked back up and continued updating.
This table will also help you keep track of your progress!


Tindrem - The table is located to the left as you are coming through the front gate in a building. This vendor is NOT SAFE so PLEASE do not just walk up and assume there are guards.





Toxai - The table is in a hut at the end of the pier to the east of the south bank down the hill. You can also be killed here or pushed into the water. BE CAREFUL!






Jungle Camp - The table is in front of the hut by the bank. This place is obviously dangerous, scout it out first before diving in.






Haven - In the house with the magic vendor by the garden.





Elementalism Leveling
Remember, leveling up a child skill still levels up the parent skill! (Requires the child skill to be a secondary and parent skill to be a primary) For example, you can lock elementalism spells at 65 and can keep leveling intensification to 100 with fireball even though there is no exp bar visible.

The recommended level of elementalism spells to lock at per school changes due to two factors:
1. Level required per spell
2. Minimum level of elementalism required to have that school unlocked. For instance, you can’t keep elementalism low for arrangement and skip the use of nimbic spiritis. Pain and suffering is required.

Propulsion

Once you've read the book, you'll need to start casting something simple and inexpensive like hailstone (20-61) or ember (20-61) both of these are cheap to cast. From 61-81 start casting either sludge or shock. Both of those will take you to 81. 81-100 you'll want to use dust burst or mending vapors. Mending vapors is easier to level in town since it heals and deals no damage.

Aggregation

After reading the book, start out by casting sandspout from 20-36. At 36 I leveled down my psyche by hitting a friend to get strength up and hit trees. This allowed me to have less bonus points and I could start casting sandspout again to get to 40. When lodestone powder is cheaper, it will likely be feasible to just cast boulder to level 46. Either way your next step is Fireball from 40-66, Fuming Bubble from 66-81, then either Lava Ball from 81-91 or Lightning Bolt from 81-96. Whirlwind is for 96-100, but Nimbic Spirits are currently quite expensive and tedious to make, so you'll likely not be grinding that for a while.

Direction

Read the book and lock Elementalism Spells to 55 effective. Spam water spiral until your direction is effective level 31. Spam lightning ball until level 100. This method requires cloudy weather provided by polarization magic.

Emanation

Read the book and lock Elementalism Spells to 30 effective. Spam wellspring until max level. This is the cheapest way to go about it.

Arrangement

Read the book and spam water ward until lvl 21. Dropping your int and psy is recommended at this point to use less nimbic spirits. You'll need around 240 nimbic spirits without the thaumaturge clade that alvarins have. Hope you have a few hundred gold saved up. Spam wind barrier until level 41, then sand barrier until 61. At this point you could lock Elementalism Spells to 60 and just cast sand barrier to 100. If not, cast static charge until lvl 81 (casting from a ledge will avoid the explosion damage) then spam ice barrier to 100.

Polarization

Read Mysteries of the Elements for your Elemental Arcana skill. Once that book is done, read the Theories of Climate Polarization book. This will take you all the way to 100.
84 Comments
Sissy trap 20 Sep @ 2:32am 
"Read the book and spam water ward until lvl 21. Dropping your int and psy is recommended at this point to use less nimbic spirits. You'll need around 240 nimbic spirits without the thaumaturge clade that alvarins have. Hope you have a few hundred gold saved up" the worst part of guide u can levelup with sweet salt
Pixie Paws 20 Aug @ 11:28am 
Anybody know all the Polarization weather effects combinations? Like how do you make it super foggy or stormy?
Ignant 13 Jul @ 10:44pm 
if you lock elemental to 35 you can use sand spout to level aggregation to 100
SlutMagic 17 Jun @ 10:24am 
@billbonty Thank you! I appreciate you.
billbonty  [author] 17 Jun @ 10:21am 
@slutmagic no it has to be refined from glowing mushrooms or found in the newest dungeon. I probably need to update a couple things here to keep everyone informed :)
SlutMagic 16 Jun @ 11:01am 
Is luminescent extract sold by a npc? i dont see it in your list of reagents that need to be found or made.
Morokasz 22 May @ 7:34am 
Can anyone confirm that there are Salt Crystals in Sausage lake?
smarruglins 18 May @ 4:56am 
<3
Doctor LongShaft 25 Mar @ 12:20am 
stop using magic, sir
Leviticus Cornwall 18 Jan @ 10:18pm 
Thank you sir