The Invoker

[Summon the Arcane]

At the realms conception, before anything even began, Denadlyr planned the introduction of the class of wonders. Known as the mage, its guildhalls were filled with scholars, the most intelligent of Serin's inhabitants, a group that shunned the use of physical force to master the potential of the mind. Their spells were versatile, and once a mage reached his pinnacle, were powerful enough that even the warrior feared them. Magic became the most influential force in battle, and mages were later integrated into each army in the grand conflicts, proving indispensable with their both harmful and beneficial spells.

The Great War which scarred Serin pitted mage against mage, and resulted in much bloodshed and weakening of the arcane. After the war was burned out, and the weakened magi retreated to rest, Denadlyr stepped into their council to punish their foolishness, for his gift was intended to unify, to enrich and amuse, and for defence, not to harm, maim and kill. He split their guild into two new halls, and cast out the ones that disgusted him. Of the two new guildhalls, one was granted the ability to channel the sphere of elemental magic, the most volatile of the arcane.

Known as the invokers, for their ability to invoke the elements, these magi learn to produce streams of damaging elemental magic, ranging from flame arrows to storms of ice. They also may manipulate and create matter, making swarms of meteors and imbueing weaponry with magical enhancements. They are also the pioneers of the famed sanctuary spell, one of the many kinds of protective shields an invoker learns to invoke. At their peak, an invoker learns to tap into the arcane, creating a vast beam of light capable of devastating anything in its path.

An invoker is able to specialize in an element. This changes their abilities somewhat.


Level 1:magic missiledagger
hand to handparry
Level 2:detect magic
Level 3:detect invislore
Level 4:enchant weaponinvisibility
amplify weaponspellcraft
Level 5:armor
Level 6:faerie fire
Level 7:identify
Level 8:create waterhaggle
mystic tendrilslifeblood
Level 9:infravision
Level 10:create foodweapon ward
Level 12:know alignmentlightning bolt
static discharge
Level 13:teleporttrance
Level 14:create springfaerie fog
Level 15:locate objectfast healing
Level 16:enchant armorprotective shield
ice shield
Level 17:icicle
Level 18:cancellationflame arrow
Level 19:dispel magicslicing winds
Level 20:shieldfire storm
Level 24:pass door
Level 25:word of recall
Level 27:thunder storm
Level 28:second attack
Level 29:ice stormmana shield
Level 30:jet steamunderwater breathing
Level 31:cyclone
Level 33:chain lightning
Level 35:sanctuarylightning shield
Level 36:shield blockfire shield
Level 38:hellstreammeteor swarm
Level 40:barrier
Level 42:ray of vindication
Level 45:metal shards
Level 50:elemental masterystilled air

Available races

Selecting a race is a fun way to flavor a character, and further define its strengths and weaknesses. Hover over a race link to view a brief summary of how the race interacts the class, or click it to visit the race's page for detailed information about that race.

human, elf, drow, gnome, avian, quasit, half-elf
Human invoker attributes
Racial Legacies
Innate Abilities
+1 bonus to primary stat

Human invoker has a compounded experience cost of 0.

Noteable Invokers


  • Use fly scrolls and protective shield to prevent your invoker being pinned down with bash and trip, unable to cast his spells.
  • Savebreak equipment can help lower the spell resistances of opponents.
  • Weapon ward protects from many skills and combat style/weapon style inferiority.
  • Dispel magic removes the positive spells from your enemy, leaving him wide open to a devastating hellstream.
  • Enchant weapon is a great way to make money and buy friends.
  • Focus on improving HEALTH and SAVE VS MENTAL to protect your invoker. His damage and defence comes mostly from spells, not his weapons.

Play the Game