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

The Seven Paths
The magic tree is built around elemental identity, mana management, spell slots, skillpoint unlocks, and status buildup.
Intelligence raises mana capacity and regeneration, making long fights safer.
Arcane amplifies magic damage and helps spell-focused builds keep pressure.
Magic progression asks for souls, boss souls, and Rumored One souls.
Guide
Short, practical explanations written for players who want to understand the system before they commit a build.
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.
Mage, Sorcerer, Cleric, and Paladin can use the magic tree. Monk, Rogue, and Bard do not use magic-tree progression.
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.
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
Use the school identity first, then pick stats that keep that identity alive in real fights.
Tier 1 base school. Current spellbook: Tide Needle, Riptide Lash, Floodstream, Undertow Maw, Leviathan Wake.
Tier 1 base school. Current spellbook: Cinder Fang, Searing Sweep, Dragonbreath, Ash Crown, Solar Grave.
Tier 1 base school. Current spellbook: Stone Thorn, Faultline, Gravel Torrent, Grave Pillars, Worldsplitter.
Tier 1 base school. Current spellbook: Grace Thread, Sanctuary Pulse, Mercy Stream, Dawn Choir, Seraphic Renewal.
Tier 2, unlocked through Water. Current spellbook: Glacier Shard, Frost Rail, Whiteout Stream, Rime Coffin, Absolute Zero.
Tier 2, unlocked through Fire. Current spellbook: Volt Stitch, Storm Ribbon, Thunder Current, Skyhook, Heaven Break.
Tier 2, unlocked through Earth. Current spellbook: Venom Needle, Mire Lash, Plague Stream, Rot Garden, Plague Crown.
Tier 2, unlocked through Water. Current spellbook: Gale Needle, Tempest Shear, Cyclone Stream, Sky Rend, Eye of Ruin.
Tier 3, unlocked through Poison. Current spellbook: Dusk Thorn, Umbral Rift, Nightstream, Grave Bloom, Black Sun.
Tier 3, unlocked through Fire. Current spellbook: Blood Slash, Crimson Saw, Hemostream, Sanguine Crown, Heartbreaker.
Tier 3, unlocked through Healing. Current spellbook: Gleam Spear, Halo Rail, Radiant Stream, Judgement Flare, Sunfall.
Tier 3, unlocked through Lightning. Current spellbook: Rift Needle, Abyss Rail, Riftstream, Gravity Bloom, Event Horizon.