Arcana

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Arcana (formerly known as Magical Devices) represents the character's academic knowledge of the concepts of magic. While some applications of this knowledge still requires Attunement (for example, memorizing a spell scroll), the skill itself is purely knowledge based and does not presume any magical talent on the character's part. As such, most NMUs can freely learn and teach it. While the NMU uses of Arcana will be slowly opened to Barbarians in the coming months, please note that as an expression of your guild disadvantage, you may face penalties for being versed in Arcana.

Knowledge of Arcana allows the user to manipulate items imbued with magical energy, such as cambrinth, runestones, constellation jewelry, and wands. Other devices may be found in the Magical Items category.

Training

  • 0-50 ranks - Runestones Would be ideal for these ranks, as they can be focused repeatedly to high gain.
  • 50+ ranks - Cambrinth will be your permanent trainer after 50 ranks. For best practices see the Cambrinth page.

Skill Feats

Rank Feat
80 Able to focus mana into runestones, increasing their effectiveness.
100 100% efficiency charging cambrinth.
110 Able to successfully focus on a cambrinth orb.
120 Able to charge cambrinth one-handed.
150 Able to utilize wands and rods.
180 Able to charge cambrinth worn, still requires one hand free.
200 Able to focus mana into rods and wands, increasing their effectiveness.

Guild Specific Uses

Cleric

  • Reduces interaction time with Osrel Meraud orb.
    • Allows the Cleric to place more spells into the OM orb.

Moon Mage

Warrior Mage