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Beginner's Guidebook

This introductory guide will familiarize you with the Enchanted Hills at a brief glance. If you have no idea where to begin, then this is your answer.

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Everything in the Enchanted Hills is magical in some way. Potent enchantments drift through the air, and can be found in the grass, trees, even stones. Beasts carry it within them, and after prolonged exposure so do the characters.

Magic is learned through study and research. Even experienced mages who enter the Enchanted Hills will discover that many of the rudimentary facts of magic do not hold entirely true. The ether will respond with random chaos and almost arbitrary surges. Learning a spell, whether you are an aged arch mage or a budding student, is the art of gaining relative control of it within the aura of the Enchanted Hills.

Upon learning a spell, a character is considered marginally proficient with it. Please see the section on spell casting for more details about how to cast and the consequences of miscasting.

Many spells will have pre-requisites in order to learn them. This exists in order to ensure both game balance and proper translation of the intention of spells. For example, you must take a lower-level version of the spell Summon Magical Weapon before taking the higher level one. These restrictions are fairly flexible and there is a good deal of personal customization that you can have to your spell selection.

Unless otherwise stated, spells have no level requirement to cast provided you can accrue the appropriate research and have the mana to cast it.

Licenses are available to mages that work hard at the Academy of Arcane Arts. Each class that a character attends will award Credits, as well as Research. As a character accumulates credits, they will eventually be granted a license. Over time, this license becomes higher and higher level.

An Arcane License is both prestigous and useful; Each time a character gains a higher level license, its effect is cumulative with previous accomplishments. Each license grants a bonus to the mage's mana pool, and they slowly begin to enable the mage to do more with their spells.

More than just granting bonuses, Licensing legalizes a mage's abilities. It is entirely possible for a rogue mage to be arrested for abuse of the arcane, if they are caught without a license. This does not mean characters cannot use high level spells unlicensed, but it does mean they might wish to reconsider it in the presence of the Arcane Academy authorities, for instance.