Guides
Spells & Abilities
Learning magic, casting cleanly, and keeping your mana up.
Every class has a kit of magic and special moves. They come in two flavours — innate abilities that are simply part of who you are, and spells you must seek out and learn. Knowing the difference is the key to playing any class well.
Abilities vs. learned spells
Innate abilities
Abilities belong to your class and unlock automatically at the right level — a Thief's Covert, a Berserker's Berserk, a Ranger's Dual Shot, a Druid's Morph. You never buy them, and crucially they never fizzle: an ability always goes off.
Learned spells
Spells — a Mage's Flame, a Cleric's Aid, a Druid's Stormwrath — must be learned at your class guild for gold before you can cast them. Once learned they are yours permanently, but they carry a chance to fizzle if your character is not yet skilled enough.
Learning a spell
Travel to your class guild and open its spell list, or use /learnspell <name>. Each spell has a level requirement and a gold cost; meet both and it is added to your spellbook for good. You can review everything you currently know at any time with /spells.
Casting
Casting works like any other action: arm the spell, then click your target. Left-click a spell in your spellbook to bind it to your left mouse button (right-click for the right button — the border colour shows which is which), then click the ally or monster you want it to land on. Or do it in one step from the keyboard with /cast <spell> [target] (short /c). Casting spends mana, and usually a point of stamina as well, so you cannot cast when you are out of either.
Targeting follows sensible rules. Healing and buff spells can be cast on yourself or an ally; offensive spells need a monster as a target and cannot be turned on yourself. You cannot attack the friendly NPCs of a town, and offensive magic against another player only works inside a PvP zone.
Fizzling
When a learned spell fails to take hold, it fizzles — and it still costs you the mana and stamina. Your chance of success rises the further your level is above the spell's requirement, and with higher INT. In other words, a spell you have "grown into" and a sharp mind both make your casting reliable.
Managing mana
Mana does not come back on its own — refill it by drinking a mana potion or resting at a tavern, which restores HP and MP to full for 100 gold. Your maximum mana grows with your level and your casting stat — INT for Mages, WIS for Clerics, Druids, and Paladins.
The four martial classes — Fighter, Berserker, Ranger, and Thief — have no mana at all; their special moves run purely on stamina, which recovers on its own between actions.
A couple of gotchas
A Druid in Morph form cannot cast ordinary spells — only innate abilities and Morph itself work until you shift back. And every spell has a level requirement to cast, not just to learn, so there is no shortcut past levelling up.
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