Character planner

Set your stats, then plan how far each school goes. The planner works out your learn points and what each level asks of your training by the server's own rules.

Statistics

Stat points left
70

Presets are the game's own suggestions at character creation.

Abilities

Learn points
0 of 26

Intellect 25 gives 26 learn points. A school costs 1, 2, 4, 6, 8 or 10 by its highest level.

What your stats do

Health cap
125
Mana to start
20
Mana per node
+6
Can carry
2,200
Attack spells
+0%
Touch spells
+0%
Improving
+25%
  • Stamina: your base health grows with experience up to 100 plus your Stamina, at most 150.
  • Mysticism: mana to start is 15 plus a fifth of it, and each mana node you meld with adds more.
  • Might: the weight, and the bulk, you can carry.
  • Mysticism and Intellect: attack spells' extra damage; Mysticism alone for touch spells.
  • Intellect: how much likelier your spells and skills are to improve when you use them, besides your learn points.
  • Aim and Agility: eight times your Aim goes into your offense (200) and eight times your Agility into your defense (200), which a hit weighs against each other.

Spells improve at full speed up to twice their school's stat, then a quarter as fast: Kraanan 50%, Shal'ille 50%, Qor 50%, Faren 50%, Riija 50%, Jala 50%.

Faren

Planned to level 0. About Faren

  1. Level 1

    No training needed: learn any of these from a teacher.

  2. Level 2

    To learn the first: your three best level-1 spells must add up to 129 (about 43% each).

  3. Level 3

    To learn the first: your three best level-2 spells must add up to 143 (about 48% each).

  4. Level 4

    To learn the first: your three best level-3 spells must add up to 157 (about 53% each).

  5. Level 5

    To learn the first: your three best level-4 spells must add up to 171 (about 57% each).

  6. Level 6

    To learn the first: your three best level-5 spells must add up to 185 (about 62% each).

How learning works

Each school you learn costs learn points by its highest level: 1, 2, 4, 6, 8 or 10 for levels 1 to 6. Intellect gives you 16 learn points plus two for every five points of it. Weaponcraft's skills count the same as a school of magic; Blink, Phase and Minor Heal don't count at all.

To learn the first spell of a new level, your three best spells one level down must add up past a mark. The mark grows with every learn point you hold, including the new level's, and shrinks with your Intellect. When a level below has only one or two abilities, it asks a third or two thirds as much. The planner shows each level's mark as if you learn it last, the hardest case: learn it before the rest of your plan and it asks less.

Only your own Intellect counts towards learning, not boosts from spells or items. Shal'ille and Qor can't be mixed. Your stats change later only with a stat reset from an elder. See the Magic guide for spellpower, training and the rest.