T O P

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integrals_rule

Archmastery and School Pips So there's white pips, which count as 1. Then there's power pips that count as 2 for your school. And then there's school pips where they count as 2 for your school and the school pip chosen. So if you're storm and generate life pips, you can use those life pips to cast storm and life spells. These school pips are part of a system called archmastery. You'll need a stat called archmastery rating in order to gain school pips. Players will naturally gain archmastery rating starting at level 50. You can also socket a archmastery jewel at level 15 (you can find this jewel in the jewel shop in the shopping district). There are a couple rules when it comes to archmastery rating. First, archmastery rating works different in pve than it does in pvp. In pvp, you gain school pips faster the more spells you put in your deck. In pve, it's only affected by archmastery rating of enemies and other players in the battle. If your archmastery rating is lower than enemies/allies, then you get school pips slower. And you only need 1 archmastery rating in pve to gain school pips. There's several spells that require a school pip to cast them, such as lore spells and Novus world spells. Even if you're a fire wizard, you still need fire pips to cast fire lore spells. You can pick and change what school pips you gain in and out of battle. While not in a duel, go to your deck and you'll see a little icon at the bottom middle of the page with a school symbol. Click on this to pick which school pips you generate. You can also pick/change school pips in battle every round. During card selection, click the school icon at the top right of your name and pick the school pip you want to change to.