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The Seven Paths

Magic Guide

The magic tree is built around elemental identity, mana management, spell slots, skillpoint unlocks, and status buildup.

Mana Economy

Intelligence raises mana capacity and regeneration, making long fights safer.

Arcane Scaling

Arcane amplifies magic damage and helps spell-focused builds keep pressure.

Skillpoint Chain

Magic progression asks for souls, boss souls, and Rumored One souls.

Guide

What Players Need To Know

Short, practical explanations written for players who want to understand the system before they commit a build.

Unlock flow

Magic skillpoints are earned through three trials. Trial 1 requires 70 souls plus 20 casts, or 100 souls as the fallback path. Trial 2 requires 3 boss souls plus 60 casts, or 5 boss souls. Trial 3 requires 5 Rumored souls, or the PvE path of 8 boss souls plus 120 casts, with 10 Rumored souls as an additional fallback.

Who can use magic

Mage, Sorcerer, Cleric, and Paladin can use the magic tree. Monk, Rogue, and Bard do not use magic-tree progression.

Spell roles

Most offensive schools follow a readable pattern: a fast projectile, a close-range burst, and a charged ultimate. The trick is choosing when to cast instead of trying to force every cooldown.

Building a caster

Intelligence keeps mana online. Arcane raises spell damage and magic healing amounts. Dexterity helps spacing and tempo. Fortitude is still valuable because armor rating helps fragile casters survive mistakes.

Magic

Magic School Reference

Use the school identity first, then pick stats that keep that identity alive in real fights.

Water

Tier 1 base school. Current spellbook: Tide Needle, Riptide Lash, Floodstream, Undertow Maw, Leviathan Wake.

Tide NeedleRiptide LashFloodstreamUndertow MawLeviathan Wake

Fire

Tier 1 base school. Current spellbook: Cinder Fang, Searing Sweep, Dragonbreath, Ash Crown, Solar Grave.

Cinder FangSearing SweepDragonbreathAsh CrownSolar Grave

Earth

Tier 1 base school. Current spellbook: Stone Thorn, Faultline, Gravel Torrent, Grave Pillars, Worldsplitter.

Stone ThornFaultlineGravel TorrentGrave PillarsWorldsplitter

Healing

Tier 1 base school. Current spellbook: Grace Thread, Sanctuary Pulse, Mercy Stream, Dawn Choir, Seraphic Renewal.

Grace ThreadSanctuary PulseMercy StreamDawn ChoirSeraphic Renewal

Ice

Tier 2, unlocked through Water. Current spellbook: Glacier Shard, Frost Rail, Whiteout Stream, Rime Coffin, Absolute Zero.

Glacier ShardFrost RailWhiteout StreamRime CoffinAbsolute Zero

Lightning

Tier 2, unlocked through Fire. Current spellbook: Volt Stitch, Storm Ribbon, Thunder Current, Skyhook, Heaven Break.

Volt StitchStorm RibbonThunder CurrentSkyhookHeaven Break

Poison

Tier 2, unlocked through Earth. Current spellbook: Venom Needle, Mire Lash, Plague Stream, Rot Garden, Plague Crown.

Venom NeedleMire LashPlague StreamRot GardenPlague Crown

Wind

Tier 2, unlocked through Water. Current spellbook: Gale Needle, Tempest Shear, Cyclone Stream, Sky Rend, Eye of Ruin.

Gale NeedleTempest ShearCyclone StreamSky RendEye of Ruin

Shadow

Tier 3, unlocked through Poison. Current spellbook: Dusk Thorn, Umbral Rift, Nightstream, Grave Bloom, Black Sun.

Dusk ThornUmbral RiftNightstreamGrave BloomBlack Sun

Blood

Tier 3, unlocked through Fire. Current spellbook: Blood Slash, Crimson Saw, Hemostream, Sanguine Crown, Heartbreaker.

Blood SlashCrimson SawHemostreamSanguine CrownHeartbreaker

Light

Tier 3, unlocked through Healing. Current spellbook: Gleam Spear, Halo Rail, Radiant Stream, Judgement Flare, Sunfall.

Gleam SpearHalo RailRadiant StreamJudgement FlareSunfall

Void

Tier 3, unlocked through Lightning. Current spellbook: Rift Needle, Abyss Rail, Riftstream, Gravity Bloom, Event Horizon.

Rift NeedleAbyss RailRiftstreamGravity BloomEvent Horizon