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Revision as of 16:21, 26 January 2026

Knight Spells


List of all spells Knights can learn.
Archer Spells


List of all spells Archers can learn.
Mage Spells


List of all spells Mages can learn.
Druid Spells


List of all spells Druids can learn.
Summons


List of all available summons.
Runes


Everything you need to know about runes.
Faction Spells


List of spells obtainable from The Order of the Holy Rose Faction.
Spellpower


Everything you need to know about spellpower.

Spells are magical syntaxes that, once cast, will consume some of your naturally regenerating mana in order to produce the desired effect. Some have an instantaneous external effect, while some conjure Runes or Ammunition.
All spells (except for Taunt) require a certain amount of mana every time to be used and have a minimum magic level requirement. In addition to these restrictions, some spells can only be used by certain vocations. Most spells have to be learned (bought) before a player is able to cast them.
When it comes to damaging and healing runes and spells, a character's damage or healing values are determined by their total Spellpower, which is derived from their Magic Level, Level and either their total Intelligence, Dexterity or Strength.

All learned and learnable spells for the player's vocation can be seen in the spellbook module in-game, accessible through an icon in the top left of the game-window. Teachers for these spells can also be located and marked on your map through the module.

Spells cannot be used too rapidly. The majority of spells will exhaust you for 1 or 2 seconds. Healing runes and spells have a 1 second cooldown (except for Purification); offensive runes have a 2 second cooldown, while the cooldowns of offensive spells vary. Spells used to conjure ammunition and runes however have no cooldown.
Runes and instant spells share the same cooldown timer e.g. if you use an Ultimate Healing spell, you cannot cast another spell or use a rune for 1 second; if you use an Explosion Rune, you cannot use another rune or cast a spell for 2 seconds.
Note that you can not get muted by quickly casting spells, but you cannot cast spells while muted.


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