Throw a fireball here, a lightning bolt there, and add a summoned daemon for good measure. Those who study the magical arts of Britannia may not be adept with a sword and shield, but few can surpass the power of Magery. Magery is used to cast various spells, such as Harm (which damages an opponents health), Cure (which removes the effect of Poison), and Bless (which provides increases to stats).
To begin using Magery, you must have a Spellbook with spells added to it, or use spell scrolls.
Magery depends on the use of Mana and Reagents in order to cast a variety spells. The effectiveness of the spell is determined by an individuals' Intelligence, as well as their Evaluating Intelligence skill. Since casting spells quickly drains mana, it is typical for mages to have Meditation.
There are various levels, or 'circles', of spells available to the mage. Higher-level spells require a higher skill level of Magery to cast, as well as larger amounts of mana and reagents.
| Circle | INT required | Min. Skill | 99% Chance of Successful Cast | 
|---|---|---|---|
| First | 4 | 0.1 | 40.1 Magery | 
| Second | 6 | 0.1 | 50.1 Magery | 
| Third | 9 | 10.1 | 60.1 Magery | 
| Fourth | 11 | 24.1 | 70.1 Magery | 
| Fifth | 14 | 38.1 | 80.1 Magery | 
| Sixth | 20 | 52.1 | 90.1 Magery | 
| Seventh | 40 | 66.1 | 65'ish% chance at GM | 
| Eighth | 50 | 80.1 | 40'ish% chance at GM | 
When multiple people are casting on a single player with energy bolt, explosion, or flamestrike, there is a progressive chance that their spell will fail for a 1 second window. Each time a player casts one of these spells within the window the window duration will be reset and a cumulative 12.5% chance to fizzle will be added. After 1 second passes that the player has not been casted on the chance will return to 0.
Training Magery involves casting spells that, for your level, you're able to cast but not guaranteed to succeed on.
Actively training Magery (by casting spells on mobs while fighting them) results in almost 10x better gain chance versus macroing.
The following represents a general guide, highlighting casting that will net gains, but not necessarily the optimal set of gains.
To train just Magery without Resist, pick spells that are buff type spells and cast them on yourself. To train Resist alongside, choose spells that cause damage and cast them on yourself, healing in between casts. It's recommended to train Magery/Resist while your Evaluating Intelligence is low to minimize damage to yourself.
Gain rates - Active training:
Gain rates - Macroing:
This guide outlines a fast and efficient method for training Magery by actively casting spells on creatures to leverage the Active Skill Gain System. This is a highly effective way to train at nearly any skill level.
Crucial Rule: The game prevents skill gain more than once every 5 seconds. You must space your casts at least 5 seconds apart to avoid wasting mana and reagents.
Location: Level 1 of the dungeon Covetous.
Target: The Headless Ones.
At 50.0 Skill: Cast Lightning.
At 60.0 Skill: Alternate between Lightning and Mind Blast.
At 65.0 Skill: Alternate between Energy Bolt and Explosion.
At 70.0 Skill: Continue to alternate between Energy Bolt and Explosion.
At 80.0 Skill: Use the combination of Mana Vampire followed by Flamestrike.
At 95.0 Skill: Switch to the combination of Mana Vampire followed by Earthquake.