The Arcane Path

There is a hum under the ash, if you listen. The old ones called it mana. Every survivor carries some of it - what you do with it depends on who you chose to be.

The world

The world was always magical. Most people simply never saw it, because the Order made sure they did not: for a thousand years it worked in the shadows, keeping humanity safe from what magic can do. The traders are its quiet hands. The Lost Knight who speaks on this server is one of its knights.

Magister Corvane, once of the Order, wanted more. He founded the Scourge and tried to draw power straight from Agartha - the hidden world beneath this one, where mana rises from the Wellspring. The working broke. That night, the Sundering, is why the dead walk: the Hollowed are what the backlash left behind. The ferals are the Quickened; the radiated drank deepest of the breach. The Scourge never meant to end the world. Now it pretends it did.

The four roles are the Order's four disciplines: the Shield (Paladin, the storm), the Crown (Royal, the tide), the Fist (Thug, the stone) and the Mask (Jester, the fire). The Scourge answers with its Black Fortress, and with the Heralds that walk through the cracked Seal below.

Magic and the four roles

Your role decides what comes easy

Paladin

The Order's Shield. A Paladin's oath was always half prayer, half thunder: holy fire for the Hollowed at the gate, and the storm for whatever comes after. Corvane was a Shield once - pride broke him before the spell did. Paladins stand where others run, and the sky follows them in.

  • Elements: lightning, fire at 35% off
  • Staff: Storm Staff (lightning) - handed over by the Lost Knight in Agartha, in Paladin Trials 5: The Oath of the Storm
  • Tome: Terra Rampart (/cast rampart, 45 mana): a 9-wide stone arc for 40 s, every hostile within 8 m held in stone, and your own skin turns to stone.
  • Siege: hold the gate.
  • Echo: plated - shrugs off body hits, so aim for the head.

Royal

The Order's Crown. For a thousand years the Crowns paid for the Order and kept its secret; now they lead it in the open. A Royal does not chase the horde - they decide where it drowns. Water first to soak the field, lightning second to let the sky fall on it: the combo everyone wants is theirs by birthright.

  • Elements: lightning, water at 35% off
  • Staff: Tide Staff (water) - handed over by the Lost Knight in Agartha, in Royal Trials 5: The Tide Answers
  • Tome: Sovereign Tempest (/cast tempest, 55 mana): everything in a 10 m circle drenched, then struck - and the bolt arcs between the wet.
  • Siege: hold court - stay near an ally.
  • Echo: crackles with lightning and shocks what it hits.

Thug

The Order's Fist. The polite ones talk to the Scourge; the Fist breaks its doors. Thugs do not cast from a distance - they turn the ground in front of them to stone, then break it with fire. Walls, statues, shatter: loud, close and very hard to stop.

  • Elements: fire, earth at 35% off
  • Staff: Stone Staff (earth) - handed over by the Lost Knight in Agartha, in Thug Trials 5: The Mountain Knows Your Name
  • Tome: Flame Sprint (/cast sprint, 40 mana): 8 s of +50% speed, you cannot burn, and whatever you run past catches fire.
  • Siege: break the horde - kills inside the walls.
  • Echo: burns, and sets you alight when it lands a hit.

Jester

The Order's Mask. Spies and fools who walk inside the Scourge's own camps, laughing, and report back. Every element answers to a Jester and none of them behave. The Jester lights the stage first - fire - and keeps the other three for when nobody is expecting them.

  • Elements: fire, lightning, earth, water at 35% off
  • Staff: Fire Staff (fire) - handed over by the Lost Knight in Agartha, in Jester Trials 5: The Curtain Catches Fire
  • Tome: Chaos Bolt (/cast chaos, 15-45 mana): two random elements at 1.5x so a combo always fires. Sometimes it is free. Sometimes you get soaked.
  • Siege: cast inside the walls.
  • Echo: fast - very fast.

1The four elements

/cast fire, lightning, earth or water lands 8 m ahead of you, on the ground, and only hurts the dead. Costs: fire 25, lightning 30, earth 20, water 15 mana.

They react - and the reactions are the game.

Earth also raises a short stone rampart in front of you for 20 s. It will not rise inside someone else's land claim, a trader or a protected lobby.

2Mana - where it comes from

Everyone starts with 100 mana. It comes back three ways:

Your mana sits on the HUD under the stealth bar. Logging out does not refill it - you come back where you left off, plus what you would have regained.

3Your fifth trial - a quest of your own

Finish your role's four trials and the trader offers Trials 5. Accept it and within a few seconds the Lost Knight - the Order knight who speaks on this server - finds you and walks you through five steps. Each step hands you a named quest item, and the quest tracker on your screen always names the next one. The fourth step is always the same: brew a Mana Potion at a Potion Stand in Agartha and drink it on the altar, and the Knight puts your staff in your hands.

How you always know what to do next:

Paladin - The Oath of the Storm

  1. Ser Aldric the Oathbroken walks at night - kill him for the Oath Page.
  2. Charged, radiated and feral zombies carry Stormcopper - three shards.
  3. Wake the four Storm Pylons in Agartha with lightning inside 90 seconds (a friend's lightning counts).
  4. Drink a Mana Potion on the altar: the Storm Staff.
  5. The Oathbreaker comes through the Seal. Lightning breaks his ward - then hit him.

Royal - The Tide Answers

  1. Carry the Crown's letters to three different traders.
  2. Stand in the Wellspring with an empty jar - three Wellspring Tears.
  3. Three Drowned Courtiers rise. Soak each before the killing blow or it stands back up.
  4. Drink a Mana Potion on the altar: the Tide Staff.
  5. The Drowned Regent. Dry, it cannot be hurt - drench it, then strike.

Thug - The Mountain Knows Your Name

  1. Three Scourge Enforcers come for you at night - beat them for the ledger.
  2. Break the Living Stone vein in Agartha - five stones. It grows back.
  3. The Test of Fists: ten of the Hollowed, bare hands or knuckles only.
  4. Drink a Mana Potion on the altar: the Stone Staff.
  5. The Quarry King, inside a stone arena. Petrify it, then break it.

Jester - The Curtain Catches Fire

  1. Use a Scourge Mask and stand in the Scourge camp for a minute - no kills, no casts.
  2. Catch the Scourge Courier within 90 seconds. It comes back if it escapes.
  3. Answer the Lost Knight's riddle with /answer. Three wrong and the whole server hears.
  4. Drink a Mana Potion on the altar: the Fire Staff.
  5. The Ringmaster hides among decoys. Only the real one burns.

4Staves - the fast way to cast

Four staves: Storm (lightning, the Paladin's), Tide (water, the Royal's), Stone (earth, the Thug's) and Fire (the Jester's). Every swing is a spell - one every 0.6 s at 100% of the /cast price, and your role's discount stacks on top because each staff is one of its role's elements.

Quality matters: each quality level takes another 3% off the cost. And a staff has mod slots, which is where the orbs go.

5Orbs

An orb is a staff mod. Put one in and every spell that staff casts gets bigger:

One orb per staff. Your cast message tells you which one is working.

6Arcana - the perk

Under Intellect, Combat. Five ranks (Intellect 1, 3, 5, 7 and 10). Every rank, on every spell - staff or /cast:

At rank 5: 200 mana refilling at 3.5 a second.

7The Arcane Trials - after your staff

Your Trials 5 opens a second line at every trader: the Arcane Trials, where the staff learns to hit harder.

  1. The Current - brew 3 Mana Potions at a Potion Stand in Agartha, then fell 15 ferals. Reward: a Lesser Orb and 5 potions.
  2. The Storm Within - 15 radiated, with the Lesser Orb on you so it can drink what they spill. Reward: a Greater Orb and 10 potions.

Role trials, then your staff, then two orbs: a player who walks the whole road has the full arcane kit.

8The tomes

Each role has one signature spell, written in its tome. Read it once and the spell is yours for good - it survives death and restarts. Only your own role can read your tome; anyone else gets it handed back.

Where tomes come from: rare in bookcases; a workbench makes one from 50 paper, 20 leather and 5 Mana Potions; and surviving the Siege pays one out.

9The Siege of the Black Fortress

The Black Fortress is the Scourge's: a black stone keep that rises wherever the veil to Agartha is thin, pouring the Hollowed out of it. When the radio crackles, it has risen somewhere in the field. /join takes you to its walls. Five waves, then its captain, the Warden. Kill the Warden and the Scourge loses its foothold.

Every role has its own objective - /siege mine shows yours. The Jester's is magic: cast 6 spells inside the walls. Meet your objective and survive: 500 Knight Caps and your role's tome.

Kill the Warden and its Warden's Sigil drops: use it and for ten minutes every element answers to you at your role's discount.

10Soul Echoes

Die, and a Soul Echo stands up where you fell, wearing your name and fighting like your role. Anyone can put it down; only you are paid for your own - caps, XP and a Soul Relic (more XP for half an hour). Leave it standing too long and it becomes a bounty for everyone.

The Order's library

Some things in this world are meant to be read. Hold one and use it the way you read any book, and the page opens on your screen; put it away (or wait a minute and a half) and it closes. Nothing is used up - read them as often as you like. Codex volumes turn up on bookshelves and in book piles; the tomes open their page when you learn the spell; the hint papers come from the Lost Knight during your fifth trial.

Books and tomes

Codex I - The Sundering
Codex I - The Sundering
How the world broke: Corvane's Word of Opening and the first of the Hollowed.
Codex II - The Four Disciplines
Codex II - The Four Disciplines
The Shield, the Crown, the Fist and the Mask.
Codex III - Corvane and the Scourge
Codex III - Corvane and the Scourge
The rival order, its mark, and the Black Fortress.
Codex IV - Agartha and the Wellspring
Codex IV - Agartha and the Wellspring
The hollow world below, and a map of it.
Codex V - A Primer of the Four Elements
Codex V - A Primer of the Four Elements
Fire, water, lightning, earth - and what they do to each other.
Tome of Terra Rampart
Tome of Terra Rampart
Opens when a Paladin tome is read.
Tome of Sovereign Tempest
Tome of Sovereign Tempest
Opens when a Royal tome is read.
Tome of Flame Sprint
Tome of Flame Sprint
Opens when a Thug tome is read.
Tome of Chaos Bolt
Tome of Chaos Bolt
Opens when a Jester tome is read.

Hint papers

The Oath of the Storm
The Oath of the Storm
The Paladin's fifth trial, step by step.
The Tide Answers
The Tide Answers
The Royal's fifth trial, step by step.
The Mountain Knows Your Name
The Mountain Knows Your Name
The Thug's fifth trial, step by step.
The Curtain Catches Fire
The Curtain Catches Fire
The Jester's fifth trial, step by step.
A Pilgrim's Guide Below
A Pilgrim's Guide Below
Getting to Agartha and finding your way.
On the Brewing of Mana
On the Brewing of Mana
Given at the Forging.
Of the Four at the Seal
Of the Four at the Seal
Every boss and what breaks its ward. Given before the boss.

The short version

Pick a role and finish its trials. Trials 5 takes you to Agartha, where the Lost Knight gives you your staff and the Herald gives up its heart. The Arcane Trials give the staff orbs. Put points in Arcana. Read your tome. Kill things to keep the mana flowing - and when the radio crackles, bring all of it to the fortress.

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