This background has the lowest hitpoints, but highest spellpoints. All magical background guilds are focused on blasting.
Role | Blaster, protter |
Description | The main damage-dealing and protting guild in the game. Party-only guild. |
Structure | This guild is unique in that it consists of subguilds. First you complete the base guild that gives some starter spells, then you can join elemental guilds - each of these takes 10 levels and gives you blasts and protective spells for one damage type. Maxing out at least one elemental guild allows you to join the inner circle, which gives you various protective and support spells. |
Important skills | Cast X, masteries, Quick chant, Analysis of magic lore, Create staff |
Important spells | Main blasts, Armour of aether, big elemental protective spells, Conjure element, Shelter |
Rep/quests | Using the main blasts gives essence that improves damage and reduces sp costs. Blasting with the mage staff gradually gives it various bonuses. |
Other considerations | Mages are a party guild, they do not work well solo unless you also join the Riftwalkers guild. Mages also require a lot of experience to work reliably. Each elemental guild costs 33% more than the previous one, and you want to join at least three of these. At lower experience totals, channellers, or joining another background, may be a better choice. |
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Role | Melee blaster |
Description | The main purpose of this guild is to allow magical background characters to do solo fighting. It allows summoning an entity that tanks instead of the player, and does melee damage too. |
Important skills | Entity control, Rift energy flow, Mastery of rift entities |
Important spells | Spark birth, Rift pulse, Create rift, Establish entity control, Summon rift entity, Regenerate rift entity, Heal self |
Rep/quests | Entities start very weak and need to be built up. Completing a series of tasks gives various bonuses. |
Other considerations | The guild has more micro-management than other guilds, as you need to coordinate attacks of your entity too. Using the entity can prevent non-riftwalker spells. |
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Role | Blaster, debuffer |
Description | Channellers are similar to mages in that they are mainly focused on doing damage. Their spells are generally weaker than the mage ones, but they get channelling effects that let them drain sps, replenish allies, and such. They also get resistance-reducing spells, which are useful against certain monsters. |
Important skills | Cast channelling, Mastery of channelling/draining, Flow of magic |
Important spells | Channel* blasts, Energy aura, Energy vortex, Grounding point, Spontaneous combustion |
Rep/quests | Guild quests, golem tests |
Other considerations | |
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Role | Blaster, stunner |
Description | Blasters with psionic spells, some utility, and stunning attacks. Their stunning attacks are useful in experience parties - although barbarians are preferred for this role. |
Important skills | Cast psionic, Theory of mental power, Knowledge of mental defence |
Important spells | Psychic crush, Paralyze, Psychic purge, Mindseize |
Rep/quests | Seizing mobs' minds allows studying some extra spells. Some quests give stat bonuses. |
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