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Arcanism

Specialized power · Skill guide

Ironveil’s trained Arcane skill for direct spells, Curse and the Arcane Gargoyle against valid PvM creatures. Every point counts toward the shared 720.0 skill cap.

MAX SKILL120with Power Scroll
SKILL GROUPSpecialized power
PVPSee rules
PVMYes
TRAININGSee route

How do I train this skill?

Recommended activities for Arcanism at each skill range.

View the training table

Weapons must be unequipped. Arcanism puts your weapon in your backpack before casting, including two-handed, ranged and Legendary weapons. Equipping a weapon during casting or target selection cancels the spell. The Arcane Spellbook may stay equipped. Read the equipment rules.

ARCANE COMPANION

Give your Gargoyle an order

Summoning a Gargoyle does not automatically send it after an idle monster. On Follow or Guard, it can assist against a monster you are fighting or a monster threatening you. Valid targets must remain nearby, on the same map and visible.

An explicit Attack order takes priority. When that target is gone or no longer valid, the Gargoyle returns to its standing order instead of pursuing indefinitely. Normal PvM target restrictions still apply; this does not allow attacks against players or their pets.

Use [ReleaseArcaneGargoyle to dismiss your current Gargoyle even if it is distant or on another map. You do not need the Arcane Spellbook open. The book's Dismiss Gargoyle action remains available, and dismissal frees the summon's follower slots.

How It Works

Cast Ironveil’s special Arcane spells against monsters. This is a separate skill and spellbook from normal Magery, and its points count towards your 720 total.

Skill summary, training and related paths
Power Scroll and cap information

Maximum skill: 120 with a matching Power Scroll. It starts with a 100 cap. Scrolls unlock 105, 110, 115 or 120; you still train the points and keep the same shared total of 720.

Understanding effective skill

Which value counts? Arcanism uses trained points in its own skill record, limited by BASE Magery and the room available under the shared 720 cap. Equipment Magery bonuses do not raise that limit.

PvP

The Arcane Spellbook is a PvM path and adds no Arcane damage bonus against players.

PvM

The live book contains six damage, curse and summon spells. There is no separately implemented Arcanism Healer specialization or Damage / Healer selector in the deployed release.

Requirements

Carry the Arcane Spellbook and meet trained Magery, Arcanism, mana and target requirements. Arcanism and Magery each use their own points from the shared 720 total.

How to use it, step by step

If a step says to use a skill, open your character window, choose Skills and use the button beside that skill. If it says to use a tool, double-click the tool in your backpack. Passive benefits work automatically.

  1. Carry the Arcane Spellbook and train both Arcanism and Magery.
  2. Keep your weapon in your backpack. Arcanism automatically puts an equipped weapon away before casting; if it cannot be moved into your backpack, the cast is rejected.
  3. Open the book, read a spell’s requirements and select a valid monster when it asks for a target. Equipping a weapon during casting or target selection cancels the spell.
  4. Meet its rank, mana, reagent, equipment and reuse requirements. Successful actions can train Arcanism and Spellweaving.

What changes as your skill rises

Read the conditions above each table. A percentage may describe a chance, a damage component or a multiplier: those are different things. The other values stay fixed unless the table says otherwise.

What the skill affects: Arcanism uses trained points in its own skill record, limited by BASE Magery and the room available under the shared 720 cap. Equipment Magery bonuses do not raise that limit.

Detailed formulas and comparison tables

The role-skill part of PvM power

Keep Codex rank, other skills, equipment and target unchanged. This is one multiplier in the calculation, not a promise of this many points of damage.

Role skillPower factor
8070%
9077.5%
10085%

Keep Codex rank, target, Spirit Speak and the Eval/Meditation/Focus supporting multiplier unchanged for this comparison. For example, trained Arcanism 120 with base Magery 100 can use only the effective Arcanism 100 factor: 85%. Ability skill requirements still apply.

100–120 scaling: what you gain

100–120 scaling: what you gain

Only the skill in the first column changes unless the table says otherwise. Each extra trained point still uses one point from your shared total of 720.

Direct PvM role factor

Base Magery is at least as high as Arcanism, and the build fits within 720. Same spell, rank, Spirit Speak and supporting multiplier.

Usable ArcanismPower factor
10085%
11092.5%
120100%

This factor alone is about 17.65% stronger at 120 than at 100. It does not mean the complete character gains 17.65% DPS. Arcanism is a monster-combat path; it adds no PvP damage bonus.

Examples in play

Easy examples

Why Arcane Curse says you lack skill

Arcane Curse requires at least 60 trained Arcanism and 60 trained Magery. If Arcanism is 80 but Magery is 50, the requirement is not met. An equipment bonus is not a substitute for the trained values.

Make room in your build

Your other skills total 650. Only 70 points remain inside the 720 limit. You cannot use a normal player build with those 650 points plus 100 effective Arcanism. Set an unwanted skill to Down and retrain to free space.

Skills that work with it

Advanced notes

Things to remember

  • These Arcane effects cannot damage or debuff players. Use normal Magery for the appropriate PvP spells.
  • Book rank, trained skill and supporting skills do different jobs. A full book does not automatically give a complete trained build.
  • A cooldown is the waiting time before you can use an ability again. Dragging its icon onto the screen does not remove that wait.
Training and Skill Progression

TRAINING / SKILL PROGRESSION

One recommended activity for each skill range, with a short note on what you need.

Before you start: set Arcanism to Up and leave room under the shared 720-point total. Set an unwanted skill to Down if the total is full.

NPC training: when the trainer listed for this skill offers a lesson, the fixed price is 300 gold and the lesson can reach 50.0 if both the individual and total caps have room.

Training area: supported Academy actions receive 5× normal gain through 80.0. An action still needs to run a real skill check; the Academy bonus cannot make an automatic or blocked action train.

Beyond 100: consume the matching 105, 110, 115 or 120 Power Scroll first. A scroll raises only the individual cap; it grants no trained points and does not increase the shared 720-point total.

Recommended training

Repeat the single activity listed for your level. These are practical training choices; the ranges are recommendations, not new unlock requirements.

Your skillWhat to repeatQuick note
0.0–50.0Mage lessonOptional NPC lesson; 300 gold when offered and room under your caps.
50.0–70.0Cast Astral Flare successfullyLearn the spell in a usable Arcane Spellbook; both trained Arcanism and base Magery must meet its casting requirement.
70.0–100.0Cast Celestial Wrath successfullyLearn the spell in a usable Arcane Spellbook; both trained Arcanism and base Magery must meet its casting requirement.
100.0–114.9Cast Arcane Curse successfullyLearn the spell in a usable Arcane Spellbook; both trained Arcanism and base Magery must meet its casting requirement.
115.0–120.0Cast Void Lance successfullyLearn the spell in a usable Arcane Spellbook; both trained Arcanism and base Magery must meet its casting requirement.

Each spell must be learned in a usable Arcane Spellbook. Both trained Arcanism and base Magery must meet its casting requirement. Arcanism skill points and Spellbook XP/Rank are separate progressions.

Inside the Academy, successful targeted spells against the four Mage School Arcane Crystals can train Arcanism through 80.0. You and the crystal must remain in the Mage School area, including the Meditation Circle, on the same facet. Academy admission and usable-book requirements still apply; self-casts, player targets and crystals moved outside this area do not qualify.

Rules and numbers

Effective Arcanism cannot exceed trained Magery or the points available to it inside the shared cap. Existing over-cap progress is preserved but suppressed until the character retrains. Arcanism uses the Up, Down and Locked control; setting it Down lets other skill gains reclaim its points. Its 40–100% curve combines with Rank 1–5 mastery and the Eval Int, Meditation and Focus template factor. Spirit Speak separately supplies 50% of direct damage, while Spellweaving separately controls mana cost and Gargoyle lifetime. None of these Arcane effects can damage or debuff players.

Exact rules and scaling
Skill or situationWhat it means
0.0 Arcanism40% skill factor
80.0 Arcanism70% skill factor
100.0 Arcanism85% skill factor
Spirit Speak 0.0 → 100.050% → 100% direct damage
Spellweaving 0.0 → 100.0200% → 100% mana · 1 → 10 minute Gargoyle

Listed amounts describe the stated conditions. Equipment, target rules, damage, healing limits and other effects can change the final result. An example of a chance is never a promise of the same outcome on every attempt.