Magic
Whoever holds a staff fights in Magic, and needs rune chips to fight at camp. Magic beats Melee and loses to Range.
- Each Magic level adds 2 power, and a staff needs a Magic level to hold, by tier.
- A staff takes both hands.
Staves are made by Woodworking or bought from the carts. Hats and robes are crafted.
Fighting XP comes from camp fights, expeditions, voyages, boss fights, raids, bounties and sparring. Where it goes depends on the member’s stance, and a third as much again goes to Hitpoints.
| Tier | Set | Power per piece | Needs | Whole set |
|---|---|---|---|---|
| 2 | Apprentice gear | 5 | 1 | +5% XP |
| 3 | Lamplighter gear | 9 | 5 | +5% loot from expeditions |
| 4 | Moon-reader gear | 14 | 15 | +10% XP |
| 5 | Wyrmspeaker gear | 20 | 25 | +10% loot from expeditions and +10% XP |
| 6 | Druid gear | 27 | 35 | +12% loot from expeditions and +12% XP |
| 7 | Elder gear | 35 | 45 | +15% loot from expeditions and +15% XP |
See Magic gear for every piece.
Camp spells
Section titled “Camp spells”A mage can cast at camp: pick a spell from the Spellbook, then trace its rune over the camp. How well it’s traced sets how strong the spell is. Each cast spends waystone shards (
Waystone shard) from storage, and the rest between casts is shared by all the guild’s mages. Whoever is best at Magic casts, unless you pick someone.
| Spell | Magic level | What it does | Shards | Rest | XP |
|---|---|---|---|---|---|
| Kindle | 1 | The fire leaps up and burns half an hour longer. | 1 | 1 h | 20 |
| Starfall | 3 | Stars rain on the camp. Everyone at work gets a minute’s work done at once. | 2 | 1 h 30 min | 35 |
| Mend | 6 | Everyone hurt here is back on their feet in half the time. | 2 | 2 h | 50 |
| Fair wind | 10 | The boat’s way home is a tenth shorter. | 3 | 2 h | 70 |
| Tidecall | 15 | The boat out at sea comes home now, haul and all. Each extra pearl brings back a tenth more. | 3 | 3 h | 90 |
| Calm seas | 22 | The next voyage can’t fail. Each extra pearl brings back a tenth more. | 3 | 4 h | 110 |
| Hearthstone | 25 | The fire burns six hours, its wood’s bonus doubled. Each extra amber adds an hour and a half. | 4 | 4 h | 130 |
| Amber hour | 32 | Everyone at work here works a quarter faster for an hour. Each extra amber adds a quarter hour. | 4 | 3 h | 160 |
| Dreamwalk | 38 | Next time you’re away, the guild works two hours longer before it rests. Each extra moonstone adds an hour. | 5 | 6 h | 190 |
| Meteor | 45 | A star falls on the camp: everyone at work gets ten minutes done at once. Each extra moonstone adds three. | 6 | 5 h | 230 |
| Grade | Rune score from | Strength |
|---|---|---|
| Perfect | 90% | 160% |
| Finely cast | 65% | 125% |
| Cast | 35% | 100% |
| Frayed | 0% | 60% |
A Perfect cast also shortens the rest. A Frayed one leaves a frog on the caster’s hat for a while.