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
* 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 | |
Fishing 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.