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Magic guide by Maarten and Quadiam

Introduction

So magic has caught your eye and you wish to delve into your arcane roots, magic is the way to tap this desire. Before you can start training magic you will have to complete the Witch Bluebell and Witch Bluebell 2 quests. Once you have completed both quests, you can start training magic with Bluebell in Eully. Magic in Syrnia works different than in most other games, where it is often a form of combat. In Syrnia however, magic is used to upgrade item properties (enchanting them) or at higher levels, to create special orbs. Gems are the main resource of the magic skill, and each spell requires at least one gem to cast.

Since gems make that magic is an expensive skill to train, you will learn that it is definitely not for everyone. Training magic requires a substantial investment of gold pieces, and should not be seen as a skill to make money but rather to burn money. In addition, higher level mages will offer to do your enchants without any additional fees if you provide them with the items and gems. This saves you the trouble (and money) of getting to the level required to cast the spell yourself. If you do decide to delve into this mystic realm though, remember that it will be expensive, but also very rewarding!

Getting started

Once you have your staff equipped you are ready to start training. You will need to acquire the appropriate gems for the spell(s) you want to cast, and have the item(s) that you want to enchant in your inventory. Once you have everything you need, head to Eully and then click on "Visit Bluebell", and then select "enchant". Once you select enchant a list will come up with the items you can enchant, so choose your item and admire the wonderful result.

As you increase your magic level you will be able to cast more powerful spells that have greater enchantments. See the chart below to find out the effect, level requirement and gems required for all the enchantments available in Syrnia. To assist you in your journey as a wizard, we have composed level guides that suggest efficient paths of leveling up (see "The training process" below). We also recommend our magic calculator(coming soon) to find out how many enchantments you need to do to reach your target level and our gem calculator to find out the price of selected gems.

* Travel time spells can not be added to horses or boats.

* All orbs require level 5 magic to use, and can be created at all mages except Eully. Orbs are single use only.

Staffs

Image  Level req. Item
1 Warlock Staff
1 Frost Staff
1 Mayan Ceremonial Staff
1 Staff
35 Speed Ivory Staff

 

Enchantment List

Location Magic Level Spell Exp Ingredients Orb
Eully 1 -1 Travel time 60


Amber

 
3 -2 Travel time 100
Mooonstone
 
5 +1 Armour 220

   
Spar + Quartz

 
7 +1 Aim 250    
Garnet + Quartz
 
10 -3 Travel time 290    
Amber + Moonstone
 
12 +1 Power 320    
Diamond + Quartz
 
15 -4 Travel time 350   
Amber + Avril
 
17 +2 Armour 380    
Spar + Beryl
 
Penteza/Kanzo 20 Penteza Teleport Orb 350       
Spar + Amber + Orb

PTO
Eully/Kanzo 20 +2 Aim 400    
Garnet + Beryl
 
Penteza/Kanzo 25 Rat Summoning Orb 450       
Diamond + Beryl + Orb

RSO
Eully/Kanzo 25 +2 Power 500

  
Diamond + Beryl

 
Eully/Kanzo 30 -5 Travel time 520

   
Avril + Moonstone

 
Penteza/Kanzo 30 Kanzo Teleport Orb 530       
Moonstone + Diaspore + Orb

KTO
Eully/Kanzo 35 +3 Armour 550    
Spar + Diaspore
 
Maadi 35 Bonebreaker Summoning Orb 600       
Amethyst + Quartz + Orb

BBSO
Eully/Kanzo 40 +3 Aim 570    
Garnet + Diaspore
 
Maadi 40 Griffin Summoning Orb 650      
Amethyst + Diamond + Orb

GSO

Arch. Cave 3.19*

45 Koban Summoning Orb* 700       
Amethyst + Beryl + Orb

KSO
Eully/Kanzo 50 +3 Power 600    
Diamond + Diaspore
 
Maadi 50 Gold Scaled Gaman Summoning Orb 800       
Amethyst + Amber + Orb

GSGSO
Maadi 55 Heerchey Docks Teleport Orb 900       
Carnelian + Amber + Orb

HTO
Eully/Kanzo 60 -6 Travel time 750    
Avril + Avril
 
Rima City University 60 +4 Armour 950    
Spar + Ruby
 
Arch. Cave 3.19* 60 Gaman Summoning Orb* 1,000       
Amethyst + Gamanite + Orb

GSO
Rima City University 65 Morrie Fields Teleport Orb 1,125          
Carnelian + Quartz + Diaspore + Orb

MTO
70 +4 Aim 1,000    
Garnet + Ruby
 
80 +4 Power 1,050    
Diamond + Ruby
 
85 -7 Travel time 1,150    
Avril + Carnelian
 

* After completing the Magic Or Tragic quest. 

 

Obtaining Gems

You can find a full Price List here.

Gem Name Price* How to obtain
Amber 700-800gp Rare drop from Mining.
Rare drop from fighting some creatures.
Uncommon drop from opening Red Gifts/Ancient Chests.
Rare drop from fighting Emma the Teacher.
Moonstone 600-650gp Rare drop from Mining.
Rare drop from fighting some creatures.
Uncommon drop from opening Small Chests/Ancient Chests.
Rare drop from fighting Emma the Teacher.
Avril 1800-2200gp Rare drop from Mining.
Rare drop from fighting some creatures.
Uncommon drop from opening Small Chests/Ancient Chests.
Rare drop from fighting Emma the Teacher.
Quartz 800-1,000gp Rare drop from Mining.
Rare drop from fighting some creatures.
Rare drop from fighting Emma the Teacher.
Beryl 1800-2,000gp Rare drop from Mining.
Rare drop from fighting some creatures.
Uncommon drop from opening Wooden Eggs/Large Wooden Eggs/Spectre Chests.
Diaspore 1800-2,250gp Rare drop from Mining.
Rare drop from fighting some creatures.
Uncommon drop from opening Spectre Chests/Christmas Presents.
Spar 1800-2,200gp Rare drop from Mining.
Rare drop from fighting some creatures.
Garnet 800-1,000gp Rare drop from Mining.
Rare drop from fighting some creatures.
Uncommon drop from opening Red Gifts/Christmas Presents.
Diamond 750-800gp Rare drop from Mining.
Rare drop from fighting some creatures.
Uncommon drop from opening Ancient Chests.
Serendibite 50,000gp Very rare drop from Mining.
Lapis 50,000gp Very rare drop from Fishing.
Jade 50,000-100,000gp Very rare drop from Woodcutting.
Carnelian 10,000-15,000gp Very rare drop from Woodcutting at Ammon.
Very rare drop from fighting at Beset Catacombs.
Very rare drop from fighting at Rima City Barracks.
Rare drop from fighting Anders the Deserter.
Ruby 30,000-50,000gp Rare drop from fighting Dragons.
Rare drop from fighting Yetis.
Gamanite 10,000-15,000gp Very rare drop from fighting Platina, Syriet, and Obsidian-scaled Gamans.
Rare drop from fighting Antha the Cave Troll.
Amethyst 5,000gp Very rare drop from fighting Puranium-scaled Gamans.
Very rare drop from fighting Sorer Scary Spiders.
Very rare drop from fighting at Rima City Barracks.
Rare drop from Sarcophagi.
Rare drop from fighting Karkinos the Seabeast.
Raipal 100,000gp Very rare drop from opening Locked Gem Chests

*Prices are always changing and listed prices are an estimate.

 

Resource Orbs

Image Name
Woodcutting Orb Woodcutting Orb
Fishing Orb Fishing Orb
Mining Orb Mining Orb

Resource Orbs are orbs that don't summon creatures, but rather skill invasions. They can be obtained through events. The amount spawned is 10% of Magic Level + 10% of skill level + Starter Amount. The Starter Amount is a predetermined amount which differs per location. What location you get is random. 

When calculating spawn rate, each individual calculation is to be rounded down.

Eg. You have a magic level of 38, and woodcutting level of 120. You set off a Woodcutting Orb, and it randomly selects Ammon. The total amount spawned = (38/10 = 3) + (120/10 = 12) + (Ammon Starter Amount). (3) + (12) + (3) = 18.

If one has Magic 60 or above, one summons 2x the default spawn rate. 

Woodcutting Orb

Forest Starter Amount
Level 1 Forest (Excluding Outlands) 25
Level 25 Forest 20
Level 40 Forest 15
Level 15 Forest 14 
Level 55 Forest (Excluding Kingswood Forest and Outlands) 10
Level 75 Forest 5
Level 100 Forest (Woodcutting 100 required to summon) 3

If you have Woodcutting 74 or below, locations are randomly chosen from Level 1 Forests to Level 55 Forests.

If you have Woodcutting 75 or above, locations are randomly chosen from Level 15 Forests to Level 100 Forests.

If the location is at Khaya or Ammon, the player who chops the last chop can be rewarded with a jade.

Fishing Orb

Fishing Type Starter Amount
Net and Rod (Excluding Outlands) 20
Small Fishing Boat 13
Sloop 12
Boat (Excluding Outlands) 10
Trawler 8
Long Boat (Just Mariners Locker) 5

If you have Fishing 75 or below, locations are randomly chosen from Net/Rod Fishing to Boat Fishing.

If you have Fishing 76 or above, locations are randomly chosen from Small Fishing Boat Fishing to Long Boat Fishing

Mining Orb

Mining Type Starter Amount
Iron Ore (Excluding Outlands) 20
Coal (Excluding Outlands) 15
Silver (Excluding Outlands) 10
Gold Ore 5
Platina Ore (Excluding Outlands) 4
Syriet Ore (Excluding Outlands) 3
Obsidian Ore (Excluding Outlands) 2

If you have Mining 69 or below, locations are randomly chosen from Iron Ore Mining to Gold Ore Mining.

If you have Mining 70 or above, locations are randomly chosen from Iron Ore Mining to Obsidian Ore Mining.

If a Platina Mine, Syriet Mine or Obisidan Mine is randomly chosen, the formula changes. The total amount spawned = (Magic Level/10) + (Mining Level/20) + (random value from 1 to Starter Amount).

Eg. You have a magic level of 38 and a mining level of 82. You set off a Mining Orb and it  randomly selects a Platina Ore Mine. The total amount spawned  = (38/10 = 3) + (82/20 = 4) + (Random Value from 1 to 4). (3) + (4) + (2) = 9.

 

A big thank you to Mr Tiddles for the information.

The training process 

Magic is a very expensive skill. You'll only be able to make some gp back at level 30, and can only ever start to make a profit, at around level 80. This training process is either for someone who wants to go all the way to 80+ or is just an all rounder looking to boost each skill. The best cost-effective method would be to sell orbs/enchants to customers who provide you the gems. This will allow you to gain magic exp for free. However this is not also possible, so the method described below is the next best way. 

Level 1-10

You will start off with 25 exp for finishing the bluebell quests, putting you at level 2. Do one more -1 travel time (-1 tt) enchant and you are at level 3. Now to reach level 10 there are a couple of options depending on your gem stash. The cheapest way to get to level 10 is doing 32 -2 tt enchants. Moonstones are about 500-700gp each so expect this to set you back a good 25,000gp. The Magic or Tragic quest will also reward you with 1000exp but requires some combat training to survive Arch. Cave 3 Auto Attacks

Level 10-20

So we face ourselves at the second part of the investment in magic. More spells have become available to you and from level 10-20 the -3 tt enchantment is the most effective from the cost perspective. In order to make it to level 20 you need to do about 116 -3 tt enchants. Expect this to cost around 165,000gp.

Level 20-30

Finally we reach the part where we can start earning some of our invested money back. At level 20 the Penteza teleport orb (PTO) spell has become available. These are commonly used items and there will always be a demand for these. Another benefit of orbs is that you can sell them in shops, keeping your business running while you look for more gems. As you can see in the chart these require spars. So the recommendation is to get your hands on as many as you can. At level 25 you can also make the Rat summoning orb which gives good exp and some people might also buy those. You need to make about 330 PTO's to get to level 30.

Level 30-40

At level 30 you can add 2 more important spells to your spell book, the -5tt enchantment and the Kanzo teleport orb (KTO). Just like the PTO the KTO is a commonly used item and a good way to earn some money back on enchants. The -5 tt enchant replaces the rather cost ineffective -3 tt, but since no one buys, moving to KTO's is the best choice. At level 35 you will get 2 more spells at your disposal, +3 armour and the Bonebreaker Summoning orb (BBSO). +3 armour is not very popular since the +3 aim and +3 power enchantments are much more useful in combat so I would stay away from those unless someone specifically requests it. The Bonebreaker Sumonning Orb also doesn't sell much. You need to make about 500 KTOs to get to level 40.

Level 40-50

Level 40 is where you want to be. From now on you can do +3 aim enchants and make Griffin Summoning Orbs (GSO). At level 45 Koban Summoning Orbs (KSO) become available to you. From level 40 to 50, +3 aim enchants and KTO's share the top spot for cost-effectiveness.. The price of gems needed and the price you can sell KTO's/+3 aim will determine which will be better to do. Since KTO's can usually be sold faster than +3 aim enchants, it may be better to continue selling KTO's. You'll need to sell 868 +3 aim enchants, or 933 KTO's to reach level 50.

Level 50-60

At level 50 you may be able to start selling enchants/orbs for the price of their gems, this is of course the best way, as it means free magic exp! Once you have reached 50 the +3 power enchant becomes available and slightly beats the other enchants in gp/exp, but they only sell occasionally. At the same level the Gold Scaled Gammon Summoning Orb (GSGSO) becomes available. At level 55 you can add the Heerchey docks teleport orb (HTO) to your repertoire. This will instantly become your friend, as they easily become the best thing to make and sell, costing roughly 1gp/xp, if not less. 

Level 60-70

At level 60, the +4 amour and -6tt enchants, as well as the Gaman Summoning Orbs become available. +4 armour basically never sells. GSO's don't sell too much either. On the other hand, -6tt's do sell often, but aren't as profitable as HTO's. At level 65, Morrie Fields Teleport Orbs (MFTO's) become available and although they cost more to make, usually sell for the same price as HTO's. You'll need to make roughly 1300 HTO's to reach level 70. Since gems, especially in large quantities, are hard to come by, you'll also want to use whatever own gems you've gotten from combat or mining, and sell in them in the form of enchants/orbs. 

Level 70-85

At level 70, +4 aim enchants become available, these are more cost-effective than HTO's, but due to the expensive price of ruby's, you may lose a lot of money if you aren't able to sell any. At this stage, most mages will require their buyer to provide the gems, to avoid any risk of investment. Level 80 unlocks +4 power which is slightly better cost-wise than +4 aim enchants. Again, at this point you should try and sell any and all enchants/orbs if people are interested.

Level 85

Congratulations we have another Master of Magic, you can now do all the enchantments that are available at this time. It took a fortune, but let us be honest, is was definitely worth the investment right? Keep on working on gaining more magic experience however, because you never know what the new game updates will bring for our beloved skill! Maybe you can aim for the elusive Magic 100 club?

A big thank you to St0rmz_ for providing updated information.