
Heal Self
Focuses restorative energy inward to recover the caster's own health.
Transfer to Health
Converts an available resource into health to keep the caster in the fight.
Transfer to Stamina
Redirects magical energy into stamina for renewed physical exertion.
Transfer to Mana
Sacrifices health to restore mana for further spellcasting.
Fire Bolt
Launches a compact bolt of fire for quick, direct magical pressure.
Fire Ball
Hurls a concentrated sphere of flame designed for a heavier burst of fire damage.
Magma Bomb
Throws an unstable mass of magma that delivers the Fire School's strongest base impact.
Ice Bolt
Fires a shard of condensed cold to strike a target with direct ice damage.
Blizzard
Calls down a sustained storm of snow and ice to pressure an area.
Blink
Uses shock energy to reposition the caster in a sudden burst of movement.
Defensive Shield
Forms a shock-aligned defensive barrier for moments of extreme pressure.
Tornado
Summons a violent spiral of wind and shock energy to disrupt the battlefield.
Static Field
Creates an energized field that repeatedly threatens enemies within its reach.
Healing Blast
Releases a powerful burst of divine energy dedicated to restoring health.
Shoot Arrow
Performs the Duelist's standard bow shot with low delay and minimal resource demand.
True Shoot
Commits to a precise high-impact shot that bypasses conventional damage typing.
Melee Attack
Executes the standard close-range weapon strike for direct slashing damage.
Melee Attack Axe
Delivers a stamina-efficient axe strike built around physical slashing damage.
Axe Throw
Throws an axe with force, turning a martial weapon into a ranged impact attack.
Ground Smash
Drives force into the ground for a costly, high-impact martial attack.
Melee Attack Jump Attack
Leaps into an aggressive slashing strike that trades resources for impact.
Spinning
Performs a committed spinning attack intended to threaten the space around the fighter.
Movement Stampede
Surges forward with physical momentum and converts the charge into impact damage.
Stoic Defense
Adopts a costly defensive stance focused on endurance and survival.
Bandage
Uses a field bandage to support recovery through a long-cooldown martial heal.
Rustworn Blade
A rust-eaten blade with little edge left. Crude, but enough to begin again.
Iron Gladius
A dependable, mass-forged short blade issued to new recruits.
Watchman’s Sword
A well-balanced sword trusted by guards along the city walls.
Mercenary’s Edge
Carefully maintained by those who live and die by the blade.
Silver Oath
Nobly tempered steel that never yields in the heat of battle.
Bladesong
Light and razor-sharp, it sings as it cuts through the air.
Dawnbreaker
Its edge catches the first light like an oath fulfilled.
Chipped Hatchet
A repurposed woodsman’s tool that still bites deep.
Iron Axe
Raw weight behind every brutal, flesh-rending strike.
Timbercleaver
Built to fell timber—and leave wounds that refuse to close.
Helmsplitter
A heavy edge made to shear through leather and bone.
Crimson Thirst
They say it has never left a battlefield clean.
Executioner’s Fang
The last sound many condemned souls ever heard.
Scarlet Mourning
Every cut leaves behind a wound that will not close.
Cracked Maul
A stone head on a crooked haft—still more than enough to break bone.
Iron Mace
Simple, brutal, and merciless against light armor.
Smith’s Breaker
Forged to buckle metal—and shatter skulls.
Shieldbreaker
Focuses every impact into a devastating blow against defenses.
Thunderfist
Each strike rolls across the battlefield like approaching thunder.
Bronze Verdict
A final sentence delivered with a single crushing blow.
Cataclysm Bell
Every impact tolls like a funeral bell.
Rough Greatsword
Massive and crudely finished, but its reach commands respect.
Iron Greatsword
A sturdy two-handed blade forged for the front line.
Guardian’s Blade
A long, noble blade carried as a symbol of sworn protectors.
Warreaper
Sweeps through enemy ranks in a single brutal arc.
Titan’s Fury
As heavy and relentless as the wrath that forged it.
Steel Requiem
Its steel sings a lament with every fatal strike.
Horizon’s End
Its sweeping arc seems powerful enough to split the sky.
Rough Greataxe
Crude and brutal, it tears through anything within reach.
Iron Battleaxe
A battlefield weapon built to deliver devastating blows.
Vale Ravager
A raider’s weapon feared across the open plains.
Bloodrift
Leaves wide, grievous wounds that refuse to stop bleeding.
Executioner’s Roar
The killing blow lands before the victim can scream.
Dark Harvest
Reaps lives as effortlessly as ripened wheat.
Wrath of the Abyss
An insatiable hunger said to drag the victim’s soul into the abyss.
Crude Warhammer
A block of iron on a heavy haft—nothing but raw force.
Battle Maul
Forged to crush and buckle even the heaviest armor.
Wallcrusher
A siege weapon turned against gates, walls, and warriors alike.
War Ram
Every crushing blow drives the enemy backward.
Seismic Wrath
The ground trembles whenever it strikes true.
Hammer of Judgment
Crashes through defenses as though they were never there.
Colossus’ Punishment
A single impact can reshape the course of battle.
Makeshift Bow
Little more than branch and string, but enough to survive.
Ironwood Shortbow
A reinforced, dependable bow suited to an aspiring hunter.
Hunter’s Bow
A patient hunter’s precision, honed beneath the forest canopy.
Windwhisper
The arrow is already flying before the bowstring is heard.
Eaglesong
Carries the reach and keen sight of a hunting eagle.
Mistpiercer
Finds its mark even when the target is lost beyond the veil.
Silent Verdict
Death arrives without warning.
Cracked Staff
Worn wood that can barely contain the magic channeled through it.
Runed Staff
Simple runes provide a stable conduit for basic spellcraft.
Apprentice’s Staff
A steady arcane focus for those still mastering their craft.
Conjurer’s Staff
Reliably amplifies the power of every spell cast through it.
Arcane Focus
A resonant crystal that sharpens arcane intent into raw power.
Tidecaller Scepter
Commands the elements with the authority of a sovereign.
Voice of the Heavens
It whispers, and the heavens answer.
Wayfarer’s Garb — Head
Road-worn clothing that favors freedom of movement over protection.
Wayfarer’s Garb — Chest
Road-worn clothing that favors freedom of movement over protection.
Wayfarer’s Garb — Hands
Road-worn clothing that favors freedom of movement over protection.
Wayfarer’s Garb — Legs
Road-worn clothing that favors freedom of movement over protection.
Wayfarer’s Garb — Feet
Road-worn clothing that favors freedom of movement over protection.
Cured Leather Gear — Head
Hardened leather crafted to absorb the first impact.
Cured Leather Gear — Chest
Hardened leather crafted to absorb the first impact.
Cured Leather Gear — Hands
Hardened leather crafted to absorb the first impact.
Cured Leather Gear — Legs
Hardened leather crafted to absorb the first impact.
Cured Leather Gear — Feet
Hardened leather crafted to absorb the first impact.
Scout’s Attire — Head
Light, quiet, and tailored for swift movement.
Scout’s Attire — Chest
Light, quiet, and tailored for swift movement.
Scout’s Attire — Hands
Light, quiet, and tailored for swift movement.
Scout’s Attire — Legs
Light, quiet, and tailored for swift movement.
Scout’s Attire — Feet
Light, quiet, and tailored for swift movement.
Seer’s Raiment — Head
Runed cloth woven to ward against flame and frost.
Seer’s Raiment — Chest
Runed cloth woven to ward against flame and frost.
Seer’s Raiment — Hands
Runed cloth woven to ward against flame and frost.
Seer’s Raiment — Legs
Runed cloth woven to ward against flame and frost.
Seer’s Raiment — Feet
Runed cloth woven to ward against flame and frost.
Runebound Shroud — Head
Arcane seals shield the spellcaster within.
Runebound Shroud — Chest
Arcane seals shield the spellcaster within.
Runebound Shroud — Hands
Arcane seals shield the spellcaster within.
Runebound Shroud — Legs
Arcane seals shield the spellcaster within.
Runebound Shroud — Feet
Arcane seals shield the spellcaster within.
Celestial Veil — Head
Nearly ethereal, allowing magic to flow without restraint.
Celestial Veil — Chest
Nearly ethereal, allowing magic to flow without restraint.
Celestial Veil — Hands
Nearly ethereal, allowing magic to flow without restraint.
Celestial Veil — Legs
Nearly ethereal, allowing magic to flow without restraint.
Celestial Veil — Feet
Nearly ethereal, allowing magic to flow without restraint.
Reinforced Canvas Armor — Head
Thick layers of canvas stitched together in haste.
Reinforced Canvas Armor — Chest
Thick layers of canvas stitched together in haste.
Reinforced Canvas Armor — Hands
Thick layers of canvas stitched together in haste.
Reinforced Canvas Armor — Legs
Thick layers of canvas stitched together in haste.
Reinforced Canvas Armor — Feet
Thick layers of canvas stitched together in haste.
Watchman’s Chainmail — Head
Standard-issue chainmail worn by the city watch.
Watchman’s Chainmail — Chest
Standard-issue chainmail worn by the city watch.
Watchman’s Chainmail — Hands
Standard-issue chainmail worn by the city watch.
Watchman’s Chainmail — Legs
Standard-issue chainmail worn by the city watch.
Watchman’s Chainmail — Feet
Standard-issue chainmail worn by the city watch.
Sentinel’s Brigandine — Head
Riveted plates over leather, balancing protection and mobility.
Sentinel’s Brigandine — Chest
Riveted plates over leather, balancing protection and mobility.
Sentinel’s Brigandine — Hands
Riveted plates over leather, balancing protection and mobility.
Sentinel’s Brigandine — Legs
Riveted plates over leather, balancing protection and mobility.
Sentinel’s Brigandine — Feet
Riveted plates over leather, balancing protection and mobility.
Guardian’s Hauberk — Head
Built to withstand blades and slow-acting poisons.
Guardian’s Hauberk — Chest
Built to withstand blades and slow-acting poisons.
Guardian’s Hauberk — Hands
Built to withstand blades and slow-acting poisons.
Guardian’s Hauberk — Legs
Built to withstand blades and slow-acting poisons.
Guardian’s Hauberk — Feet
Built to withstand blades and slow-acting poisons.
Wandering Knight’s Armor — Head
Made for long roads and hard-fought duels.
Wandering Knight’s Armor — Chest
Made for long roads and hard-fought duels.
Wandering Knight’s Armor — Hands
Made for long roads and hard-fought duels.
Wandering Knight’s Armor — Legs
Made for long roads and hard-fought duels.
Wandering Knight’s Armor — Feet
Made for long roads and hard-fought duels.
Paladin’s Aegis — Head
Consecrated protection against bleeding and poison.
Paladin’s Aegis — Chest
Consecrated protection against bleeding and poison.
Paladin’s Aegis — Hands
Consecrated protection against bleeding and poison.
Paladin’s Aegis — Legs
Consecrated protection against bleeding and poison.
Paladin’s Aegis — Feet
Consecrated protection against bleeding and poison.
Rustworn Plate — Head
Aged iron that can still turn aside a killing blow.
Rustworn Plate — Chest
Aged iron that can still turn aside a killing blow.
Rustworn Plate — Hands
Aged iron that can still turn aside a killing blow.
Rustworn Plate — Legs
Aged iron that can still turn aside a killing blow.
Rustworn Plate — Feet
Aged iron that can still turn aside a killing blow.
Iron Plate Armor — Head
A walking bulwark of unrefined steel.
Iron Plate Armor — Chest
A walking bulwark of unrefined steel.
Iron Plate Armor — Hands
A walking bulwark of unrefined steel.
Iron Plate Armor — Legs
A walking bulwark of unrefined steel.
Iron Plate Armor — Feet
A walking bulwark of unrefined steel.
Bulwark Cuirass — Head
Forged to endure what should be impossible.
Bulwark Cuirass — Chest
Forged to endure what should be impossible.
Bulwark Cuirass — Hands
Forged to endure what should be impossible.
Bulwark Cuirass — Legs
Forged to endure what should be impossible.
Bulwark Cuirass — Feet
Forged to endure what should be impossible.
Crusader Plate — Head
Battle-hardened plate built to withstand punishing physical blows.
Crusader Plate — Chest
Battle-hardened plate built to withstand punishing physical blows.
Crusader Plate — Hands
Battle-hardened plate built to withstand punishing physical blows.
Crusader Plate — Legs
Battle-hardened plate built to withstand punishing physical blows.
Crusader Plate — Feet
Battle-hardened plate built to withstand punishing physical blows.
Steel Fortress — Head
Few attacks can pierce it, though its weight slows even the strongest warrior.
Steel Fortress — Chest
Few attacks can pierce it, though its weight slows even the strongest warrior.
Steel Fortress — Hands
Few attacks can pierce it, though its weight slows even the strongest warrior.
Steel Fortress — Legs
Few attacks can pierce it, though its weight slows even the strongest warrior.
Steel Fortress — Feet
Few attacks can pierce it, though its weight slows even the strongest warrior.
Colossus Aegis — Head
An unyielding bastion that holds the front line.
Colossus Aegis — Chest
An unyielding bastion that holds the front line.
Colossus Aegis — Hands
An unyielding bastion that holds the front line.
Colossus Aegis — Legs
An unyielding bastion that holds the front line.
Colossus Aegis — Feet
An unyielding bastion that holds the front line.
Iron Raw
Crafting material used by the SpellRise equipment economy. T1
Pine
Crafting material used by the SpellRise equipment economy. T1
Raw Hide
Crafting material used by the SpellRise equipment economy. T1
Linen
Crafting material used by the SpellRise equipment economy. T1
Iron Ingot
Crafting material used by the SpellRise equipment economy. T2
Oak
Crafting material used by the SpellRise equipment economy. T2
Tanned Hide
Crafting material used by the SpellRise equipment economy. T2
Wool
Crafting material used by the SpellRise equipment economy. T2
Steel Ingot
Crafting material used by the SpellRise equipment economy. T3
Ash
Crafting material used by the SpellRise equipment economy. T3
Hardened Hide
Crafting material used by the SpellRise equipment economy. T3
Silk
Crafting material used by the SpellRise equipment economy. T3
Tempered Steel
Crafting material used by the SpellRise equipment economy. T4
Yew
Crafting material used by the SpellRise equipment economy. T4
Beast Hide
Crafting material used by the SpellRise equipment economy. T4
Heavy Silk
Crafting material used by the SpellRise equipment economy. T4
Runic Silver
Crafting material used by the SpellRise equipment economy. T5
Ironwood
Crafting material used by the SpellRise equipment economy. T5
Runic Hide
Crafting material used by the SpellRise equipment economy. T5
Runic Silk
Crafting material used by the SpellRise equipment economy. T5
Minor Rune
Crafting material used by the SpellRise equipment economy. T5
Adamant
Crafting material used by the SpellRise equipment economy. T6
Spiritwood
Crafting material used by the SpellRise equipment economy. T6
Abyssal Hide
Crafting material used by the SpellRise equipment economy. T6
Ethereal Thread
Crafting material used by the SpellRise equipment economy. T6
Elemental Essence
Crafting material used by the SpellRise equipment economy. T6
Star Steel
Crafting material used by the SpellRise equipment economy. T7
Ancient Heartwood
Crafting material used by the SpellRise equipment economy. T7
Draconic Hide
Crafting material used by the SpellRise equipment economy. T7
Star Thread
Crafting material used by the SpellRise equipment economy. T7
Arcane Core
Crafting material used by the SpellRise equipment economy. T7
Fiber Cord
Crafting material used by the SpellRise equipment economy.
Braided Silk Cord
Crafting material used by the SpellRise equipment economy.
Aether Sinew
Crafting material used by the SpellRise equipment economy.
Focus Crystal
Crafting material used by the SpellRise equipment economy.
Arcane Focus
Crafting material used by the SpellRise equipment economy.
Economic Loop
The economy lives in routes, fallen bodies, and the return to settlements.
Settlements and Services
Trade, banking, repairs, and contracts support every new venture into danger.
Risk Circulation
Full loot and crafting are not menus; they circulate real value between players.
Consumables and Use
Consumables are resolved authoritatively on the server through GAS.
