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Magic: Arcanists


Essence (pixelperfect)

Essence is the answer to Nature’s astonishing ability to create, support, and power life on Eihydia. It is the energy that courses throughout space and time. It is commonly referred to as magic. Mages have studied how to control Nature’s energy and bend it to their will to create new things.

The blood of this Entity is said to run through the veins of the earth. It bestows amazing gifts and abilities to all who come in contact with it. This strange substance has been known since the ancient eras as the Gaia Tributary (Magic Stream). The substance is recognized by its intense blue color and thick texture. Meticulous evidence suggests that prolonged exposure to the Magic Stream will cause permanent side effects. Some effects include physical discoloration, deformation, petrifaction, poison, reanimation, supplementary power, loss of control, ability deficiency, loss of sensory functions, spontaneous combustion, restoration of sensory functions, vomiting, melting, death, reincarnation, explosion, and drowning.

Ancient records reveal an era in which some beings discovered they could consciously tap their energy into the Magic Stream and manipulate its power for their own end. These people became known as the Indagoians and are recognized by their vibrant blue skin from extended exposure to the Gaia Tributary. As time went on, all races learned to use Magic.




Arcanists use Magic in two different ways:

  • Evoking evocations from their Arcane Resonance.
    • This is done with the EVOKE command(see below)
  • Casting rune spells.
    • This is done with the CAST command(see below)


Both usages of Magic require essence in some form so it is still a vital resource for Arcanists.


Evocations: Arcane Resonance

Arcane energy is volatile and hard to control. It’s seldom that it can be directly wielded. Because of this, Evocations and Arcane Resonances were created. Evocations are spells drawn from an Arcanist’s Arcane Resonance. An Arcane Resonance is a small cloud of arcane energy. Each Arcane Resonance has 3 types of energy inside that power the 3 types of evocations.



To evoke an evocation make sure an Arcane Resonance is summoned first(see below) and then type:

Syntax: evoke <evocation> <target>

evoke incongruity stalker

Evocation Types

The three types of evocations are:

Energy: The pure Arcane energy, sometimes called Narkon, is drawn out to deal damage to the Arcanists enemies!

Diminution: A type of energy, sometimes called Occanii, is drawn out to weaken(debuff) the Arcanists enemies!

Chronos: A rare and powerful Arcane energy, sometimes called Aeanum, is drawn out to control(stun, freeze in time, slow) the Arcanists enemies!

When each evocation is used, the cost is deducted from the Arcane Resonance. When an energy level(energy, diminution and chronos) reach a level of 0 on an Arcane Resonance, the resonance vanishes and a new one must be summoned.

Evocation Modifiers

When an Arcane Resonance forms, a series of extra modifiers will randomly generate. These will automatically be added during evoking and affect the evocation type they’re attached too.

Types of Modifiers:

Type Description
Potency Increases the effectiveness of evocations.
Duration Increases the duration of evocations.
Accuracy Increases the attack rating of evocations landing.


Chained Evocations

Due to the unpredictable nature of the Arcane, evocations can lower the cost of other types on the Arcane Resonance by 10% each. These affects can stack and last for a short time.  Proper planning will ensure good efficiency and usage of the Arcane Resonance!

Energy evocations lower the cost of the next Chronos evocation.

Chronos evocations lower the cost of the next Diminution evocation.

Diminution evocations lower the cost of the next Energy evocation.



Summoning Arcane Resonances

To cast evocations, an Arcane Resonance must be summoned.

Syntax: evoke resonance

Upon summoning the Arcane Resonance a display of the energy levels and evocation modifiers will be shown.

Summoning an Arcane Resonance.

Summoning an Arcane Resonance.

The above Arcane Resonance has been summoned for a small essence cost. It has 65% energy, 85% chronos and 63% diminution energy levels. In addition, the Diminution has 2 Quicken Modifiers, which will allow faster cast time on those evocations.

This particular situation is very good since the Arcanist can quickly debuff their enemies and then unleash with a barrage of Energy and Chronos attacks!

The amount of energy per type is based on the Arcanist’s intelligence, any skills and a touch of randomness.

Viewing Arcane Resonances

You may view your Arcane Resonances at any time by typing:

Syntax: evoke check

Viewing Arcane Resonances.

Viewing Arcane Resonances.

Arcane Resonance Dismissal

You may dismiss Arcane Resonances any time by typing:

Syntax: evoke dismiss

Dismissing an Arcane Resonance.

Dismissing an Arcane Resonance.

Arcane Resonance Recalling

Sometimes you’ll become separated from your Arcane Resonance. You may summon it back to you by typing:

call resonance

Arcane Resonance Upkeep

Arcane Resonances require essence to keep up. Every 60 seconds essence will be drained from you. If your essence runs out, the Resonance will become unstable and collapse. A new one will need to be summoned.



Spells: Runes

Arcanists are masters of runes and can create powerful affects and utilities. Runes take energy to run and each time it triggers, energy will be drained. Some runes vanish when drained, others can be recharged.


Rune Energy Level

Runes automatically display their charge level to any Arcanist who can see them.

Rune's Energy Level

Rune’s Energy Level

There are 5 types of charge level:

Name Description
Fully The rune’s energy level is at 100%.
Highly The rune’s energy level is between 75 and 99%.
Medium The rune’s energy level is between 25 and 74%.
Weakened The rune’s energy level is between 1 and 24%.
Drained The rune’s energy level is at 0%.


Some runes may be recharged, see the section below.

Types of Runes

There are three types of runes: Player, Item and Room.

Type Description
Player Runes These are placed only on the Arcanist in certain wear locations and are used to buff their attributes. Some runes can increase an Arcanists defenses or offense.
Item Runes These are placed on a weapon or armor, increasing its effectiveness in some way. Examples include increasing the durability of an item or placing a weapon enchantment on it.
Room Runes These are placed in the room and can be interacted with. Examples include a teleportation rune when stepped on, teleports you to another location.


Casting Runes

Runes are easy to cast:

Player Runes:

cast <rune name> palms|shoulders|face

Example: cast siphon palm

Item Runes:

cast <rune name> <item>

Example: cast wall sword

Room Runes:

cast <rune name>

Example: cast shadow


Managing Runes

Runes can be interacted with – which makes them extremely powerful. Runes can be each set to only trigger or allow certain people to use them. Or the Arcanist may recharge his or others runes, or try to diffuse them. This is done with the runic command.

Syntax: use ‘runic’ <rune> access manage <name> – Adds or removes player name to the trigger list.

Syntax: use ‘runic’ <rune> access view – Views the access(trigger) list on the rune.

Syntax: use ‘runic’ <rune> executor manage <name> – Adds or removes player name to the executor list.

Syntax: use ‘runic’ <rune> executor view – Views the executor list on the rune.

Syntax: use ‘runic’ <rune> code set <code> – Sets the code on the rune, if it uses one.

Syntax: use ‘runic’ <rune> code view – Views the code on the rune.

Syntax: use ‘runic’ <rune> recharge – Recharges the dorment rune.

Syntax: use ‘runic’ <rune> view – Views the rune.

Syntax: use ‘runic’ <rune> diffuse – Attempts to destroy the rune.
Note: You may affect runes you don’t own depending on level(ie: diffuse). This is not a 100% chance, however.


Recharging Runes

To recharge a rune, the rune must be HELD, equipped on you as a PLAYER rune or already in the ROOM.

To recharge a rune, type the following:

runic <rune> recharge



If there was a ‘shadow’ rune in the room:

runic shadow recharge

This will recharge the shadow rune in the room.



If there was a rune on a sword:

hold sword

runic sword recharge

This will recharge the rune on the sword.

Diffusing Runes

Runes may also be diffused. This works just like recharging, except on success, will completely drain the runes energy.

To diffuse a rune, type the following:

runic <rune> diffuse



If there was a ‘shadow’ rune in the room:

runic shadow diffuse

This will try to diffuse the shadow rune in the room.



If there was a rune on a sword:

hold sword

runic sword diffuse

This will try to diffuse the rune on the sword.




Access and Executor Lists

Some runes have access and executor lists. These are used to control who the rune works for. The rune will always work for the creator of the rune.


Access List

The access list is used to determine if another player can access it. For example, a teleportation rune will only work for other players if their name is on the list.


To set or remove a player from the access list:

runic <rune> access manage <name> (the name is case sensitive)


runic teleportation access manage Dayrinni

This will add(if he is not on it) or remove(if he is on it) Dayrinni from the rune’s access list so he can use the teleporter.


Adding NPCs

NPCs must have their name put in for the name variable. In order to find their short description, look at the NPC. For example:

>look walker

A dripping wet blue lake walker is in perfect condition.

The NPCs name is:


To add the NPC to the rune, the following would be typed:

runic teleportation access manage walker

Any NPC with the name ‘walker’ will now have access to the rune.


To view who is on the access list type:

runic <rune> access view


Executor List

The executor list is used to determine who can trigger a rune. For example, a seclusion rune (which hides all other runes in the room), uses this to allow other players to see the runes.


To set or remove a player from the executor list:

runic <rune> executor manage <name>


runic seclusion executor manage Dayrinni

This will add(if he is not already on the list) or remove(if he is already on the list) Dayrinni from the rune’s executor list so he can see the hidden runes.


To view who is on the executor list type:

runic <rune> executor view


Setting Rune Codes

Some select runes use codes, which allow them to be linked together. The only rune which uses codes at this time is the teleportation rune. This allows mulitple teleportation runes to be connected.

To set a code from the rune:

runic <rune> code set <code>


runic teleportation code set walkerCaves

This will set the rune’s code to walkerCaves, and will connect up to any other runes set with the walkerCaves code.


To view what the code currently is type:

runic <rune> code view




Strands of Essence

Strands of Essence forming a Spell

Gaining Essence

Gaining essence involves the starting essence and restoring essence.

Starting Essence

You start with a set amount of essence based on your race and some random rolls. Indagos start with the most essence, with Cryinale’s after. You raise your maximum essence capacity by gaining levels.

Restoring Essence

To restore your essence use the Channel or Intervention (if you’re an Indago) skill. These will restore some of your Essence.


Casting Spells

Arcanists sometime get basic spells to cast.


To cast magical spells type:

cast ‘spell name’ <target>

For example: cast ‘fire ball’ stalker

A spell requires essence to cast.


Viewing Your Spells, Evocations and Runes

To view your basic spells, evocations and runes, type:


This is organized by spells, evocations and runes.

To view the spells from a specific type, type:

spells <element>


Viewing Your Evocations and Runes

Viewing Your Evocations and Runes


Visit this page to learn more about this screen: Spell Screen