Four ways to own the duel

Explore the Guilds.

Your guild shapes how you catch, cast and spend your power. Study its strengths, then build a mage of your own.

Source guild mage

Source Guild

Make every Spynn count.

Protect your team, disrupt enemy resources and lower the cost of your own magic. Source rewards planning and efficient use of the power you catch.

Your guild advantage

At Novice, Source Mages infuse for 24 Spynn instead of 30 and activate Synch Orbs for 2 instead of 8. Both savings grow with level.

Infusion savings grow from 20% to 35%; Synch activation savings grow from 75% to 80%. Baseline infusion falls from 24 to 19.5 Spynn, and Synch activation from 2 to 1.6, before traits and active effects. Source casters can sacrifice Toughness for a permanently placed gold point that counts double: more orb Age, Flow, Synch-hit Age, Strike and affected spell Age damage. Flame War, Afterburn, action costs and rule penalties do not increase. Optional at each Crucial Choice; the cost and its freed point are permanent. No sacrifice means no penalty.

Research Source spells ↗

Your first four spells

  1. Level 1 unlock

    Shield ↗

    Strips selected effects from incoming orbs for your team. Each protected type has its own color. Infuser's Spynn catch reward is reduced by one-third.

    Costs, effects & mastery →
  2. Level 2 unlock

    Anti Spynn ↗

    Drains opponent Spynn: initially 0.4 per second, before Will resistance.

    Costs, effects & mastery →
  3. Level 3 unlock

    Threshold ↗

    Each active Threshold reduces your team's current infusion cost by 20% to 30%, based on that cast's mastery. Different-strength stacks multiply the remaining cost. Synch costs are unchanged.

    Costs, effects & mastery →
  4. Level 4 unlock

    Clarity ↗

    Removes an entire opposing Shield only when cast at its original Infuser, unless that Shield protects against Clarity. A Shield protecting against Clarity strips it and survives.

    Costs, effects & mastery →
All 21 levels & guild bonuses

Baseline guild values, before traits and active spells. Passive Spynn regeneration is shared by all guilds. Cast-speed increases are relative to this guild at Novice.

LevelRankTotal XPRank cast speedSpynn / secondInfusion savingSynch saving
1Novice00%020%75%
2Caster 12501%0.220.75%75.25%
3Caster 24002%0.421.5%75.5%
4Caster 37503%0.622.25%75.75%
5Caster 42,2504%0.823%76%
6Caster 53,7505%123.75%76.25%
7Mage 15,2506%124.5%76.5%
8Mage 26,7507%125.25%76.75%
9Mage 38,2508%126%77%
10Mage 49,7509%126.75%77.25%
11Mage 511,25010%1.627.5%77.5%
12Arch Caster 112,75011%1.628.25%77.75%
13Arch Caster 214,25012%1.629%78%
14Arch Caster 315,75013%1.629.75%78.25%
15Arch Caster 417,25014%1.630.5%78.5%
16Arch Caster 518,75015%231.25%78.75%
17Arch Mage 120,25016%232%79%
18Arch Mage 221,75017%232.75%79.25%
19Arch Mage 323,25018%233.5%79.5%
20Arch Mage 424,75019%234.25%79.75%
21Arch Mage 526,25020%235%80%
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Orb guild mage

Orb Guild

Make the next catch uncertain.

Hide, multiply and alter the orbs in play. Orb combines deceptive spells with a larger catch area, rewarding careful timing and misdirection.

Your guild advantage

Orb Mages have a larger catch area for Dueling and Synch Orbs, with greater catch reach gained at every rank.

The starting catch radius is about 32% larger than other guilds for an ordinary Dueling Orb. Rank adds up to 7% on top of Orb’s own starting radius. Agility then applies separately; catch radius is not the visible orb size. Orb casters can sacrifice Reach for a permanently placed gold point that counts double: Orbs bearing their Infusions arrive slower on the Far Field until first contact, along the same path. Catch reach and plain casts do not change; the cost follows the Infuser through relays. Optional at each Crucial Choice; the cost and its freed point are permanent. No sacrifice means no penalty.

Research Orb spells ↗

Your first four spells

  1. Level 1 unlock

    Invisibility ↗

    Hides the Carrier's name and fill. Only its visible ring is catchable; mastery narrows that ring, not the physical orb or its opacity.

    Costs, effects & mastery →
  2. Level 2 unlock

    Hall of Mirrors ↗

    Creates 1–8 physical Mirror Copies that crowd the receiving field, bounce like other Dueling Orbs and add ordinary orb Age. Each copy is separate from the original Carrier and its Infusion.

    Costs, effects & mastery →
  3. Level 3 unlock

    Adhesion ↗

    Attracts Dueling Orbs with a distance-weakened, capped pull. Contact binds a rigid cluster; touching any bound member spreads the bond, not the Infusion. A Pass frees indirect members; the Carrier and directly attached orbs Pass together. Return dispels the Carrier's Effect. Removing the last Carrier releases the cluster. Binding ends airborne Catch eligibility.

    Costs, effects & mastery →
  4. Level 4 unlock

    Primum Magicis ↗

    No other Dueling Orb on opposing Player Field can be returned until Primum Magicis Orb is returned.

    Costs, effects & mastery →
All 21 levels & guild bonuses

Baseline guild values, before traits and active spells. Passive Spynn regeneration is shared by all guilds. Cast-speed increases are relative to this guild at Novice.

LevelRankTotal XPRank cast speedSpynn / secondExtra catch radius
1Novice00%00%
2Caster 12501%0.20.35%
3Caster 24002%0.40.7%
4Caster 37503%0.61.05%
5Caster 42,2504%0.81.4%
6Caster 53,7505%11.75%
7Mage 15,2506%12.1%
8Mage 26,7507%12.45%
9Mage 38,2508%12.8%
10Mage 49,7509%13.15%
11Mage 511,25010%1.63.5%
12Arch Caster 112,75011%1.63.85%
13Arch Caster 214,25012%1.64.2%
14Arch Caster 315,75013%1.64.55%
15Arch Caster 417,25014%1.64.9%
16Arch Caster 518,75015%25.25%
17Arch Mage 120,25016%25.6%
18Arch Mage 221,75017%25.95%
19Arch Mage 323,25018%26.3%
20Arch Mage 424,75019%26.65%
21Arch Mage 526,25020%27%
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Field guild mage

Field Guild

Change the battlefield.

Fog, pestilence, earthquakes and passages change the space your opponent must read. Field also reduces two specific sources of Age: ongoing orb Age and Synch-hit Age.

Your guild advantage

Field Mages' armor reduces ongoing Dueling Orb Age and Synch-hit Age. Both defenses grow with level.

Ongoing Dueling Orb Age reduction grows from 11.11% to 25%; Synch-hit Age reduction grows from 20% to 35%. These are specific defenses, not a blanket reduction to every spell or Strike Age penalty. Field casters can sacrifice Reflexes for a permanently placed gold point that counts double: faster enemy top-entry casts until first physical contact, along the same path. Side passes, Synch Orbs and Revoked Returns do not change. Optional at each Crucial Choice; the cost and its freed point are permanent. No sacrifice means no penalty.

Research Field spells ↗

Your first four spells

  1. Level 1 unlock

    Ghastly Fog ↗

    Fog hides other Orbs, not its Carrier or the lower HUD. Travels with a passed Carrier; teammates retain no Linger.

    Costs, effects & mastery →
  2. Level 2 unlock

    Deathly Pestilence ↗

    Scatters 1–8 stationary Pestilence spots across the Carrier's Player Field. Orbs bounce off these obstacles, and each contact adds 1 Age to that field's side before defenses. Tap a spot to clear it for 7 Age and 7 Spynn, without discounts. Insufficient Spynn leaves it untouched. Passes move surviving spots; cleared spots never refill.

    Costs, effects & mastery →
  3. Level 3 unlock

    Earthquake ↗

    Shakes the field and ground/HUD, throwing Orbs and disrupting Passes. Travels with a passed Carrier; teammates retain no Linger.

    Costs, effects & mastery →
  4. Level 4 unlock

    Secret Passage ↗

    Returns must use a small invisible top opening, not the side Passages. The restriction travels with its Carrier; teammates retain no Linger.

    Costs, effects & mastery →
All 21 levels & guild bonuses

Baseline guild values, before traits and active spells. Passive Spynn regeneration is shared by all guilds. Cast-speed increases are relative to this guild at Novice.

LevelRankTotal XPRank cast speedSpynn / secondOrb Age reductionSynch-hit reduction
1Novice00%011.11%20%
2Caster 12501%0.211.81%20.75%
3Caster 24002%0.412.5%21.5%
4Caster 37503%0.613.19%22.25%
5Caster 42,2504%0.813.89%23%
6Caster 53,7505%114.58%23.75%
7Mage 15,2506%115.28%24.5%
8Mage 26,7507%115.97%25.25%
9Mage 38,2508%116.67%26%
10Mage 49,7509%117.36%26.75%
11Mage 511,25010%1.618.06%27.5%
12Arch Caster 112,75011%1.618.75%28.25%
13Arch Caster 214,25012%1.619.44%29%
14Arch Caster 315,75013%1.620.14%29.75%
15Arch Caster 417,25014%1.620.83%30.5%
16Arch Caster 518,75015%221.53%31.25%
17Arch Mage 120,25016%222.22%32%
18Arch Mage 221,75017%222.92%32.75%
19Arch Mage 323,25018%223.61%33.5%
20Arch Mage 424,75019%224.31%34.25%
21Arch Mage 526,25020%225%35%
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Sling guild mage

Sling Guild

Put their reflexes under pressure.

Faster returns and direct offensive spells make every exchange urgent. Sling rewards aim, timing and the ability to keep catching while applying pressure.

Your guild advantage

Sling Mages Cast Orbs faster for comparable gestures at the same rank, and gain more casting speed at each rank.

Sling gains 1.5% cast-speed scaling per rank above Novice, reaching +30%; other guilds gain 1% per rank, reaching +20%. Sling also has a separate 15% outgoing launch advantage. Gesture quality and the launch speed limit still apply; these are not promises of a fixed travel time. Sling casters can sacrifice Thrift for a permanently placed gold point that counts double: higher infusion and Synch action costs, applied after existing cost bonuses. Optional at each Crucial Choice; the cost and its freed point are permanent. No sacrifice means no penalty.

Research Sling spells ↗

Your first four spells

  1. Level 1 unlock

    Sling ↗

    Sling deals Age damage on every new floor or wall impact while active. Each impact gives one sharp, 0.2-second tremor that lifts other grounded orbs. Resting contact, other orbs and Synch Orbs do not trigger it. This is not the Earthquake spell.

    Costs, effects & mastery →
  2. Level 2 unlock

    Sabotage ↗

    While on the opposing Player Field, this Orb adds extra ongoing Age.

    Costs, effects & mastery →
  3. Level 3 unlock

    Tripped Wire ↗

    Traps the Carrier so Grabbing it inflicts Age damage. A genuine airborne Catch doubles that Age damage but prevents Strike Age. Landing alone does not trigger the trap.

    Costs, effects & mastery →
  4. Level 4 unlock

    Contact Poison ↗

    Poisons every Dueling Orb it touches, making each infected Orb add extra Age every second to the side holding it. Infected Orbs spread the same poison, including through Orbs already touching. Infection does not add an Infusion, copy a companion spell, or stack poison.

    Costs, effects & mastery →
All 21 levels & guild bonuses

Baseline guild values, before traits and active spells. Passive Spynn regeneration is shared by all guilds. Cast-speed increases are relative to this guild at Novice.

LevelRankTotal XPRank cast speedSpynn / secondLaunch advantage
1Novice00%015%
2Caster 12501.5%0.215%
3Caster 24003%0.415%
4Caster 37504.5%0.615%
5Caster 42,2506%0.815%
6Caster 53,7507.5%115%
7Mage 15,2509%115%
8Mage 26,75010.5%115%
9Mage 38,25012%115%
10Mage 49,75013.5%115%
11Mage 511,25015%1.615%
12Arch Caster 112,75016.5%1.615%
13Arch Caster 214,25018%1.615%
14Arch Caster 315,75019.5%1.615%
15Arch Caster 417,25021%1.615%
16Arch Caster 518,75022.5%215%
17Arch Mage 120,25024%215%
18Arch Mage 221,75025.5%215%
19Arch Mage 323,25027%215%
20Arch Mage 424,75028.5%215%
21Arch Mage 526,25030%215%
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Build your mage

Level, specialize, combine.

Your founding guild sets your natural bonuses and the first four spells you learn. Learning spells from elsewhere does not replace those founding-guild bonuses.

Levels 1–4

Unlock one founding-guild spell at each level unless already purchased for the account. Every new Mage starts with the account’s purchased Guild spells at zero mastery. Training rewards extend through level 4. At level 4, you can move up to three of your original trait points.

Levels 7, 12 and 17

Each Live Crucial Choice grants 12 Mastery Credits. Move up to two of your six regular points. There is no free extra trait point: only an optional guild-specific Sacrifice grants one additional locked point. Learn four unowned Guild or Arcana spells, or all remaining if fewer. With none left, continue directly to your Weave and mastery choices. Form a named Weave from two spells you own.

Level 21

Combine unlocks. This is separate from the Weaves earned at earlier milestones.

Spell mastery

A spell’s mastery is separate from mage level. Earned infusion counts and assigned Mastery Credits add up to Mastery Points, which determine Spell Mastery Level; thresholds vary by spell. Live and Dueling License allocations are separate. Every spell in Research Spells uses the same complete stat sheet, with a value at every Mastery Level.

Your five traits

Start with six regular points, with a maximum of three regular points in any trait. Your regular budget remains six at every level. At Crucial Choice levels 7, 12 and 17, only an optional Sacrifice can add a locked point.

Might
+2% cast-speed scaling per point.
Agility
+2% catch radius per point.
Intelligence
2% lower infusion and Synch activation costs per point.
Constitution
2% less orb Age, Flow, Strike, Synch-hit Age and affected spell Age damage per point. Flame War, Afterburn, action costs and rule penalties are unchanged.
Will
+1% regeneration and 1% less drain per point where those effects use Will.

Sacrifice

Sacrifice starts at 0. At each Crucial Choice you may accept a permanent guild-specific cost for one freed point. That point locks to its chosen trait and may exceed the regular cap: three regular plus three freed points can reach six. Your frozen costs add together and never rise with later levels. No Sacrifice means no penalty. Dueling License kits and bots do not use Sacrifice.

Traits multiply the corresponding guild/rank baseline. Spell-specific costs, limits and active effects still apply. Arcana is a spell category, not a fifth founding guild.