MnM Classes

Human Spellblade

DPSMelee DPS

Human Spellblades excel through the balance that defines their race -- enough Stamina to survive sustained melee, enough Intelligence to power meaningful enchantments, enough Dexterity to land strikes reliably. Their adaptability lets them shift between caster-heavy and fighter-heavy approaches fluidly as combat demands, never locked into a single rotation when the situation calls for a different strategy. This flexibility is the Human Spellblade's greatest asset, allowing them to read encounters and adjust their magic-to-melee ratio on the fly. They lack the Gnome's peak spell power and the Dwarf's raw durability, but they never find themselves in a situation where their stat spread actively works against them. In groups, the Human Spellblade is a versatile melee DPS who fills gaps naturally, ramping up magical damage when the party needs burst or leaning into sustained melee when mana conservation matters.

Human Spellblade
Human

Versatile and ambitious, Humans are the most adaptable race in Eth-ur. They lack the specialized strengths of other races but compensate with a well-rounded stat distribution and access to nearly every class. Their determination and adaptability make them suited for any path they choose.

Spellblade

Arcane warriors who channel raw magical energy through their weapons. Spellblades fuse swordplay with spellcasting, imbuing their strikes with elemental damage and shielding themselves with conjured barriers. Their offense-first approach trades survivability for explosive melee burst, making them glass cannons who reward aggressive, well-timed play.

Armor
Leather
Weapons
Staves, Daggers, Swords, Dual wield
Solo Viability
Difficult
Total Spells
49
Attributes
1Primary stat2Secondary stat3Tertiary stat|Solid bar = base   Faded bar = max
STR
18 / 27

Allows you to carry more, increases melee weapon damage and shield block amounts

STA
17 / 253

Increases health and reduces the chance to be dazed in combat

DEX
19 / 252

Increases hit rate and on-hit weapon effect frequency

AGI
16 / 25

Provides damage mitigation

INT
19 / 271

Increases mana pool size (if higher than WIS) and damage from offensive damage spells

WIS
16 / 25

Increases mana pool size (if higher than INT) and healing from healing spells

CHA
17 / 25

Reduces purchase price and increases sale price, helps commerce skills, and reduces charm break rate

Spell Statistics

By Classification

Utility
17 (34.7%)
Damage
14 (28.6%)
Buff
12 (24.5%)
Debuff
5 (10.2%)
Crowd Control
1 (2.0%)

By School

Abjuration
15 (30.6%)
Alteration
14 (28.6%)
Evocation
8 (16.3%)
Unknown
5 (10.2%)
Divination
3 (6.1%)
Martial
2 (4.1%)
Might
1 (2.0%)
Acrobatics
1 (2.0%)
Available Traits

Major Combat15

Agile
Agility increased by 5% | Increase Agility by 50% for 15 seconds
Brawn
Strength increased by 5% | Increase Strength by 50% for 15 seconds
Charismatic
Charisma increased by 5% | Increase Charisma by 50% for 15 seconds
Cold Resistant
Base Cold Resistance +10; total Cold Resistance +15% | Removes all harmful Cold effects and greatly increases resistance to them for 15 seconds
Corruption Resistant
Base Corruption Resistance +10; total Corruption Resistance +15% | Removes all harmful Corruption effects and greatly increases resistance to them for 15 seconds
Dexterous
Dexterity increased by 5% | Increase Dexterity by 50% for 15 seconds
Disease Resistant
Base Disease Resistance +10; total Disease Resistance +15% | Removes all harmful Disease effects and greatly increases resistance to them for 15 seconds
Electricity Resistant
Base Electricity Resistance +10; total Electricity Resistance +15% | Removes all harmful Electricity effects and greatly increases resistance to them for 15 seconds
Fire Resistant
Base Fire Resistance +10; total Fire Resistance +15% | Removes all harmful Fire effects and greatly increases resistance to them for 15 seconds
Fortitude
Stamina increased by 5% | Become resilient, increasing Stamina by 50% for 15 seconds
Holy Resistant
Base Holy Resistance +10; total Holy Resistance +15% | Removes all harmful Holy effects and greatly increases resistance to them for 15 seconds
Intelligent
Intelligence increased by 5% | Increase Intelligence by 50% for 15 seconds
Magic Resistant
Base Magic Resistance +10; total Magic Resistance +15% | Removes all harmful Magic effects and greatly increases resistance to them for 15 seconds
Poison Resistant
Base Poison Resistance +10; total Poison Resistance +15% | Removes all harmful Poison effects and greatly increases resistance to them for 15 seconds
Wise
Wisdom increased by 5% | Increase Wisdom by 50% for 15 seconds

Minor Combat14

Abjurer
Your Abjuration skill starts at 10. Your Abjuration skill increases 25% faster. Abjuration spells protect allies from physical and elemental damage.
Alterer
Your Alteration skill starts at 10. Your Alteration skill increases 25% faster. Alteration spells heal and enhance allies, and hinder enemies.
Bludgeoner
Your Bludgeoning skill starts at 5. Your Bludgeoning skill increases 25% faster. You start with a Trainee's Staff instead of your default starter weapon.
Channeler
Your Channeling skill starts at 10. Your Channeling skill increases 25% faster. Channeling allows you to continue casting spells through enemy attacks and other interruptions.
Conjurer
Your Conjuration skill starts at 10. Your Conjuration skill increases 25% faster. Conjuration spells summon creatures and objects, and deal damage over time to enemies.
Cutthroat
Your Piercing skill starts at 5. Your Piercing skill increases 25% faster. You start with a Trainee's Dirk instead of your default starter weapon.
Deadeye
Your Archery skill starts at 5. Your Archery skill increases 25% faster. You start with a Trainee's Longbow, a Trainee's Hip Quiver, and 1000 Trainee's Arrows.
Defender
Your Defense skill starts at 5. Your Defense skill increases 25% faster.
Diviner
Your Divination skill starts at 10. Your Divination skill increases 25% faster. Divination spells disguise and obscure allies, and enhance their vision.
Evoker
Your Evocation skill starts at 10. Your Evocation skill increases 25% faster. Evocation spells deal direct damage and apply stuns to enemies.
Knife Thrower
Your Throwing skill starts at 5. Your Throwing skill increases 25% faster. You start with 1000 Trainee's Throwing Daggers.
Shieldman
Your Block skill starts at 5. Your Block skill increases 25% faster. You start with a Trainee's Buckler.
Swordsman
Your Slashing skill starts at 5. Your Slashing skill increases 25% faster. You start with a Trainee's Scimitar instead of your default starter weapon.
Warrior
Your Offense skill starts at 5. Your Offense skill increases 25% faster.

Major Non-Combat4

Fast Metabolism
Endurance increased by 25%, but food is consumed 25% faster
Iron Lungs
Underwater air capacity increased by 200%, but Endurance decreased by 25%
Master Artisan
Carpentry, Blacksmithing, Jewelcrafting, Leatherworking, Pottery, and Tailoring skills increase 5% faster
Slow Metabolism
Food is consumed 25% slower, but Endurance decreased by 25%

Minor Non-Combat26

Alchemist
Alchemy starts at 25, increases 5% faster, and you start with a Trainee’s Mortar and Pestle
Blacksmith
Blacksmithing starts at 25, increases 5% faster, and you start with a Trainee’s Smithing Hammer
Bookworm
Start with an additional Trainee’s Spellbook
Brewmaster
Brewing starts at 25 and increases 5% faster
Carpenter
Carpentry starts at 25, increases 5% faster, and you start with a Trainee’s Construction Hammer
Chef
Cooking starts at 25, increases 5% faster, and you start with a Trainee’s Cleaver
Disenchanter
Disenchanting starts at 25, increases 5% faster, and you start with a Trainee’s Disenchanting Cube
Enchanter
Enchanting starts at 25, increases 5% faster, and you start with a Trainee’s Tome of Enchantment
Fisherman
Fishing starts at 25, increases 25% faster, and you start with a Trainee’s Fishing Pole and 20 Trainee’s Grubs
Fletcher
Fletching starts at 25, increases 5% faster, and you start with a Trainee’s Fletching Kit
Herbalist
Herbalism starts at 25, increases 5% faster, and you start with a Trainee’s Sickle and Trainee’s Herb Pouch
Jewelcrafter
Jewelcrafting starts at 25, increases 5% faster, and you start with a Trainee’s Jewelcrafting Kit
Leatherworker
Leatherworking starts at 25, increases 5% faster, and you start with a Trainee’s Leatherworking Kit
Lumberjack
Lumberjacking starts at 25, increases 5% faster, and you start with a Trainee’s Lumberjack Axe and Trainee’s Lumberjack Pouch
Medicine
Bind Wound starts at 25, Survival starts at 5, Bind Wound increases 25% faster, and you start with a Trainee’s Survival Kit and 20 Trainee’s Cloth Bandages
Merchant
Commerce starts at 25 and increases 25% faster
Miner
Mining starts at 25, increases 5% faster, and you start with a Trainee’s Mining Pick and Trainee’s Mining Pouch
Smelter
Smelting starts at 25 and increases 5% faster
Stonecutter
Stonecutting starts at 25, increases 5% faster, and you start with a Trainee’s Hammer and Chisel
Stonemason
Masonry starts at 25, increases 5% faster, and you start with a Trainee’s Hammer and Chisel
Survivalist
Survival starts at 25, increases 5% faster, and you start with a Trainee’s Survival Satchel
Swimmer
Swimming starts at 25 and increases 25% faster
Tailor
Tailoring starts at 25, increases 5% faster, and you start with a Trainee’s Tailoring Kit
Tavern Regular
Alcohol Tolerance starts at 25 and increases 25% faster
Tinkerer
Tinkering starts at 25, increases 5% faster, and you start with a Trainee’s Tinkering Toolkit
Woodworker
Woodworking starts at 25 and increases 5% faster
Spell list
Filters

Multi-select per dropdown; Any skips that filter. Grouped by learned level.

School
Category
Level
Level 1
Aura of Resistance
Level 1
AbjurationBuff
Mana: Innate

Increases the Intelligence for your group by 1 (L1) to 15 (L60) and Spell Damage by 10%

Spell cost:
Infuse Weapon: Singe
Level 1
AlterationUtility
Mana: 5

Infuse your weapon with fire, giving a chance each hit to proc Singe.

Spell cost:
Polar Align: North
Level 1
DivinationUtility
Mana: 5

Magically aligns your facing towards the North Pole.

Spell cost:
Spark
Level 1
EvocationDebuff
Mana: 5

Spark your target with flames, dealing 2 Fire Damage.

Spell cost:
Strike
Level 1
MightDamage
Mana:

Violently strike your target, dealing 100% Weapon Damage plus an<br> additional 1 (L1) to 10 (L60) Physical Damage.

Spell cost:
Taunt
Level 1
MartialUtility
Mana:

Taunt your target, drawing their attention to you.

Spell cost:
Throw
Level 1
MartialDamage
Mana: 0

Throw a throwing weapon at your target. Requires throwing weapon.

Spell cost:
Level 2
Minor Spellshield
Level 2
AbjurationBuff
Mana: 10

A magical shield encircles you, increasing your HP by 10, AC by 5, and Magic Resistance by 5.

Spell cost:
Level 3
Kick
Level 3
AcrobaticsUtility
Mana:

Kicks your target, interrupting their casting, locking them out of that school of magic for 4 seconds.

Spell cost:
Level 4
Singe
Level 4
EvocationDamage
Mana: 5

Singes your target with flame for 3 (L1) to 4 (L4) points of Fire Damage.

Spell cost:
Unstable Barrier
Level 4
AbjurationDamage
Mana:

Calls on arcane magic to create an unstable barrier, absorbing 12 Damage for 15 seconds, and causing you to gain stacks of Unstable Energy, up to 5 total stacks. Unstable Energy grants 2% Melee and Spell Damage per stack to the caster, and fades after 15 seconds.

Spell cost:
Level 5
Shadowrift
Level 5
AlterationUtility
Mana: 15

Step into a shadowy rift, teleporting you behind your enemy target.

Spell cost:
Level 6
Magic Protection
Level 6
AbjurationBuff
Mana: 10

Ward your target against the arcane, increasing their Magic Resistance by 5 for 1 hour.

Spell cost:
Level 8
Chilling Embrace
Level 8
UnknownDebuff
Mana:

Slows your enemies Attack Speed by 2% per application, stacking up to 5 times for 30 seconds. Secondary slow. Does not stack with other secondary slows.

Spell cost:
Infuse Weapon: Chilling Embrace
Level 8
AlterationUtility
Mana: 5

Infuse your weapon with ice, giving a chance on each hit to proc Chilling Embrace, slowing your enemies Attack Speed by 2% per application, stacking up to 5 times for 30 seconds. Secondary slow. Does not stack with other secondary slows.

Spell cost:
Infuse Weapon: Flameburst
Level 8
AlterationUtility
Mana:

Infuse your weapon with fire, giving a chance each hit to proc Flameburst.

Spell cost:
Level 9
Electricity Protection
Level 9
AbjurationBuff
Mana: 10

Wards your target from shock, increasing their Electricity Resistance by 5.

Spell cost:
Level 10
Invisibility
Level 10
DivinationUtility
Mana: 20

Shroud a target group member in a cloak of invisibility, rendering them unseen by the living for 10 minutes.

Spell cost:
Level 11
Lesser Spellshield
Level 11
AbjurationBuff
Mana: 25

A magical shield encircles you, increasing your HP by 25, AC by 10, and Magic Resistance by 10.

Spell cost:
Level 12
Flameburst
Level 12
EvocationDamage
Mana: 7

Bursts your target with flame for 3(L1) to 6(L4) points of Fire Damage.

Spell cost:
Unstable Barrier II
Level 12
AbjurationDamage
Mana:

Calls on arcane magic to create an unstable barrier, absorbing 30 Damage for 15 seconds, and causing you to gain stacks of Unstable Energy, up to 5 total stacks. Unstable Energy grants 2% Melee and Spell Damage per stack to the caster, and fades after 15 seconds.

Spell cost:
Level 14
Root
Level 14
AlterationCrowd Control
Mana: 15

Root your target with verdant tendrils, immobilizing them for 30<br> seconds.

Spell cost:
Level 16
Infuse Weapon: Fireburst
Level 16
AlterationUtility
Mana:

Infuse your weapon with fire, giving a chance each hit to proc Fireburst.

Spell cost:
Sense Magic
Level 16
DivinationUtility
Mana: 20

Glaze the eyes of your target with a magical coating, granting them the ability to see magical effects when considering targets for 1 hour.

Spell cost:
Spellshield
Level 16
AbjurationBuff
Mana: 50

A magical shield encircles you, increasing your HP by 50, AC by 15 and Magic Resistance by 15.

Spell cost:
Level 20
Flameburst
Level 20
EvocationDamage
Mana: 15

Unleash a burst of fire upon your target, dealing 12 (L4) to 15 (L7) Fire Damage.

Spell cost:
Level 24
Great Spellshield
Level 24
AbjurationBuff
Mana:

A magical shield encircles you, increasing your HP by 75, AC by 20 and Magic Resistance by 20.

Spell cost:
Infuse Weapon: Magmaburst
Level 24
AlterationUtility
Mana:

Infuse your weapon with fire, giving a chance each hit to proc Magmaburst.

Spell cost:
Unstable Barrier III
Level 24
AbjurationDamage
Mana:

Calls on arcane magic to create an unstable barrier, absorbing 125 Damage for 15 seconds, and causing you to gain stacks of Unstable Energy, up to 5 total stacks. Unstable Energy grants 2% Melee and Spell Damage per stack to the caster, and fades after 15 seconds.

Spell cost:
Level 28
Ice Embrace
Level 28
UnknownDebuff
Mana:

Slows your enemies Attack Speed by 3% per application, stacking up to 5 times for 30 seconds. Secondary slow. Does not stack with other secondary slows.

Spell cost:
Infuse Weapon: Icy Embrace
Level 28
AlterationUtility
Mana:

Infuse your weapon with ice, giving a chance on each hit to proc Icy Embrace, slowing your enemies Attack Speed by 3% per application, stacking up to 5 times for 30 seconds. Secondary slow. Does not stack with other secondary slows.

Spell cost:
Level 32
Exceptional Spellshield
Level 32
AbjurationBuff
Mana:

A magical shield encircles you, increasing your HP by 100, AC by 25 and Magic Resistance by 25.

Spell cost:
Level 36
Infuse Weapon: Lavaburst
Level 36
AlterationUtility
Mana:

Infuse your weapon with fire, giving a chance each hit to proc Lavaburst.

Spell cost:
Magmaburst
Level 36
EvocationDamage
Mana: 30

Bursts your target with magma for 40 points of Fire Damage.

Spell cost:
Level 40
Arch Spellshield
Level 40
AbjurationBuff
Mana:

A magical shield encircles you, increasing your HP by 150, AC by 30 and Magic Resistance by 30.

Spell cost:
Unstable Barrier IV
Level 40
AbjurationDamage
Mana:

Calls on arcane magic to create an unstable barrier, absorbing 300 Damage for 15 seconds, and causing you to gain stacks of Unstable Energy, up to 5 total stacks. Unstable Energy grants 2% Melee and Spell Damage per stack to the caster, and fades after 15 seconds.

Spell cost:
Level 44
Infuse Weapon: Wintery Embrace
Level 44
AlterationUtility
Mana:

Infuse your weapon with ice, giving a chance on each hit to proc Icy Embrace, slowing your enemies Attack Speed by 4% per application, stacking up to 5 times for 30 seconds. Secondary slow. Does not stack with other secondary slows.

Spell cost:
Lavaburst
Level 44
EvocationDamage
Mana: 75

Bursts your target with lava for 120 points of Fire Damage.

Spell cost:
Magic Resistance
Level 44
AbjurationBuff
Mana:

Greatly wards your target from the arcane, increasing their Magic Resistance by 15

Spell cost:
Wintery Embrace
Level 44
UnknownDebuff
Mana:

Slows your enemies Attack Speed by 4% per application, stacking up to 5 times for 30 seconds. Secondary slow. Does not stack with other secondary slows.

Spell cost:
Level 48
Infuse Weapon: Blaze
Level 48
AlterationUtility
Mana:

Infuse your weapon with fire, giving a chance each hit to proc Blaze.

Spell cost:
Level 52
Blaze
Level 52
EvocationDamage
Mana:

Engulfs your target in a blaze for 200 points of Fire Damage.

Spell cost:
Level 56
Frozen Embrace
Level 56
UnknownDebuff
Mana:

Slows your enemies Attack Speed by 5% per application, stacking up to 5 times for 30 seconds. Secondary slow. Does not stack with other secondary slows.

Spell cost:
Infuse Weapon: Frozen Embrace
Level 56
AlterationUtility
Mana:

Infuse your weapon with ice, giving a chance on each hit to proc Icy Embrace, slowing your enemies Attack Speed by 5% per application, stacking up to 5 times for 30 seconds. Secondary slow. Does not stack with other secondary slows.

Spell cost:
Infuse Weapon: Inferno
Level 56
AlterationUtility
Mana:

Infuse your weapon with fire, giving a chance each hit to proc Inferno.

Spell cost:
Level 60
Inferno
Level 60
EvocationDamage
Mana:

Engulfs your target with an inferno for 325 points of Fire Damage.

Spell cost:
Infuse Weapon: Firestorm
Level 60
AlterationBuff
Mana:

Infuse your weapon with fire, giving a chance each hit to proc Firestorm.

Spell cost:
Unstable Barrier V
Level 60
AbjurationDamage
Mana:

Calls on arcane magic to create an unstable barrier, absorbing 400 Damage for 15 seconds, and causing you to gain stacks of Unstable Energy, up to 5 total stacks. Unstable Energy grants 2% Melee and Spell Damage per stack to the caster, and fades after 15 seconds.

Spell cost:
Unlisted level
Unstable Energy
Level —
UnknownBuff
Mana:

Unstable Energy grants 2% Melee and Spell Damage per stack to the caster, and fades after 15 seconds.

Spell cost:

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