Magic: Difference between revisions

From Melvor Idle
(→‎Archaic Magicks: Add section)
(Update for 1.1 and Throne of the Herald)
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{{V|1.0.5}}
{{V}}


[[File:Magic (skill).svg|thumb|right|Magic]]
[[File:Magic (skill).svg|thumb|right|Magic]]
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==Mechanics==
==Mechanics==


Magic skill level increases [[Combat#Magic_Accuracy_Rating|Magic Accuracy Rating]] and [[Combat#Magic_Max_Hit|Maximum Hit]] (0.5% per level) when using spells and [[Combat#Magic_Evasion_Rating|Magic Evasion Rating]] when defending from spells. Raising Magic to {{SkillReq|{{PAGENAME}}|99}} will unlock the {{ItemIcon|Magic Skillcape}} for purchase from the [[Shop]]. Equipping the [[Magic Skillcape]] doubles the rune saving power of staves and imbued wands.
Magic skill level increases [[Combat#Magic_Accuracy_Rating|Magic Accuracy Rating]] and [[Combat#Magic_Max_Hit|Maximum Hit]] (0.5% per level) when using spells and [[Combat#Magic_Evasion_Rating|Magic Evasion Rating]] when defending from spells. Raising Magic to {{SkillReq|{{PAGENAME}}|99}} will unlock the {{ItemIcon|Magic Skillcape}} for purchase from the [[Shop]], which doubles the rune cost reduction of items when equipped. Raising Magic to {{SkillReq|{{PAGENAME}}|120}} will unlock the {{ItemIcon|Superior Magic Skillcape}} for purchase, which quadruples the rune cost reduction of items and provides a +5% Magic Damage Bonus from equipment.


===Attack Styles===
===Attack Styles===


There are two Magic attack styles: Magic and Defensive. The only difference is in what experience is earned while using them:
There are two Magic attack styles: Magic and Defensive.


When using the Magic attack style, the player receives 0.4 {{Skill|Magic|nolink=true}} XP per point of damage dealt.
When using the Magic attack style, the player receives 0.4 {{Skill|Magic|nolink=true}} XP per point of damage dealt, and a hidden bonus of +6 to the player's {{Skill|Magic|nolink=true}} level. This affects both [[Combat#Accuracy Rating|Magic Accuracy Rating]] and [[Combat#Magic Evasion Rating|Magic Evasion Rating]].


When using the Defensive attack style, the player instead receives 0.2 {{Skill|Magic|nolink=true}} XP and 0.2 {{Skill|Defence}} XP per point of damage dealt.
When using the Defensive attack style, the player instead receives 0.2 {{Skill|Magic|nolink=true}} XP and 0.2 {{Skill|Defence}} XP per point of damage dealt, and +3 hidden bonuses to both {{Skill|Magic|nolink=true}} and {{Skill|Defence|nolink=true}}. The {{Skill|Defence|nolink=true}} bonus affects all [[Combat#Evasion Rating|Evasion Ratings]].


=== Rune Preservation ===
=== Rune Preservation ===
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=== Staves ===
=== Staves ===
Elemental staves can be crafted from elemental runes and logs with {{Skill|Runecrafting}} or looted from monsters. When equipped, staves reduce the need to use {{ItemIcon|Air Rune|Air}}, {{ItemIcon|Water Rune|Water}}, {{ItemIcon|Earth Rune|Earth}}, or {{ItemIcon|Fire Rune|Fire}} runes, depending on the staff type.
Elemental staves can be crafted from elemental runes and logs with {{Skill|Runecrafting}} or looted from monsters. When equipped, staves reduce the need to use {{ItemIcon|Air Rune|Air}}, {{ItemIcon|Water Rune|Water}}, {{ItemIcon|Earth Rune|Earth}}, or {{ItemIcon|Fire Rune|Fire}} runes, depending on the staff type.
Advanced staves can be crafted beginning at {{Skill|Runecrafting|nolink=true}} level 100. When equipped, they reduce the need to use {{ItemIcon|Poison Rune|Poison}}, {{ItemIcon|Infernal Rune|Infernal}}, or {{ItemIcon|Lightning Rune|Lightning}} runes, depending on the staff type. The {{ItemIcon|Meteorite Staff}} can also be crafted at {{Skill|Runecrafting|nolink=true}} level 115, which allows the casting of {{Icon|Meteor Shower|type=spell}} when equipped.


The {{ItemIcon|Nature's Call Staff}} and {{ItemIcon|Nature's Wrath Staff}} can be created by upgrading monster drops. When equipped, these staves allow the casting of {{Icon|Nature's Call|type=spell}} and {{Icon|Nature's Wrath|type=spell}} respectively. Additionally, both staves reduce the {{ItemIcon|Nature Rune}} cost of spells by 1.
The {{ItemIcon|Nature's Call Staff}} and {{ItemIcon|Nature's Wrath Staff}} can be created by upgrading monster drops. When equipped, these staves allow the casting of {{Icon|Nature's Call|type=spell}} and {{Icon|Nature's Wrath|type=spell}} respectively. Additionally, both staves reduce the {{ItemIcon|Nature Rune}} cost of spells by 1.


The {{ItemIcon|Cloudburst Staff}} is the only staff that cannot be crafted.
The {{ItemIcon|Cloudburst Staff}}, {{ItemIcon|Lightning Coil 2H Staff}}, and {{ItemIcon|Ethereal Staff}} are the only staves that cannot be crafted.


All staves are two-handed.
All staves are two-handed.
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| style="text-align: right" | 85  
| style="text-align: right" | 85  
| style="text-align: center" colspan=4 | N/A
| style="text-align: center" colspan=4 | N/A
|-
| {{ItemIcon|Poison Staff}}
| style="text-align:right" | 100
| style="text-align:center" colspan=4 | 100
|-
| {{ItemIcon|Infernal Staff}}
| style="text-align:right" | 102
| style="text-align:center" colspan=4 | 105
|-
| {{ItemIcon|Lightning Staff}}
| style="text-align:right" | 105
| style="text-align:center" colspan=4 | 110
|-
| {{ItemIcon|Meteorite Staff}}
| style="text-align:right" | 106
| style="text-align:center" colspan=4 | 115
|-
| {{ItemIcon|Lightning Coil 2H Staff}}
| style="text-align:right" | 110
| style="text-align:center" colspan=4 | N/A
|-
| {{ItemIcon|Ethereal Staff}}
| style="text-align:right" | 115
| style="text-align:center" colspan=4 | N/A
|}
|}


=== Wands ===
=== Wands ===
Wands are one-handed, meaning they can be used with [[#Shields|off hand equipment]]. Magic imbued wands can be crafted through {{Skill|Runecrafting}} using {{ItemIcon|Magic Wand (Elite)}}. When equipped, Magic imbued wands reduces the amount of {{ItemIcon|Air Rune|Air}}, {{ItemIcon|Water Rune|Water}}, {{ItemIcon|Earth Rune|Earth}}, or {{ItemIcon|Fire Rune|Fire}} runes needed to cast a spell by 3, depending on the wand type.
Wands are one-handed, meaning they can be used with [[#Shields|off hand equipment]]. Magic imbued wands can be crafted through {{Skill|Runecrafting}} using {{ItemIcon|Magic Wand (Elite)}}. When equipped, Magic imbued wands reduces the amount of {{ItemIcon|Air Rune|Air}}, {{ItemIcon|Water Rune|Water}}, {{ItemIcon|Earth Rune|Earth}}, or {{ItemIcon|Fire Rune|Fire}} runes needed to cast a spell by 3, depending on the wand type.
Advanced wands can be crafted beginning at {{Skill|Runecrafting|nolink=true}} level 108, and reduce the amount of {{ItemIcon|Despair Rune|Despair}}, {{ItemIcon|Archaic Rune|Archaic}}, or {{ItemIcon|Calamity Rune|Calamity}} runes needed to cast a spell by 5, depending on the wand type.
{{ItemIcon|Ocean Song}} and the {{ItemIcon|Slicing Maelstrom Wand}} can be created by upgrading 100 {{ItemIcon|Ocean Song Fragment|Ocean Song Fragments}} and {{ItemIcon|Slicing Maelstrom Wand Shard|Slicing Maelstrom Wand Shards}}, respectively. When equipped, the {{ItemIcon|Slicing Maelstrom Wand|nolink=true}} allows the casting of {{Icon|Slicing Maelstrom|type=spell}}.


{| class="wikitable sortable"
{| class="wikitable sortable"
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| {{ItemIcon|Ocean Song}}
| {{ItemIcon|Ocean Song}}
| 4
| 4
|-
| 105
| {{ItemIcon|Despair Wand}}
| 5
|-
| 110
| {{ItemIcon|Archaic Wand}}
| 5
|-
| 115
| {{ItemIcon|Calamity Wand}}
| 5
|-
| 120
| {{ItemIcon|Slicing Maelstrom Wand}}
| 0
|}
|}


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* Various {{ItemIcon|Green Wizard Hat|Colored Wizard Robes}} can be acquired as loot from fighting various monsters or looting various dungeons. See the page for each piece of equipment to see a list of where they can be found.
* Various {{ItemIcon|Green Wizard Hat|Colored Wizard Robes}} can be acquired as loot from fighting various monsters or looting various dungeons. See the page for each piece of equipment to see a list of where they can be found.
* The elemental {{ItemIcon|Air Acolyte Wizard Hat|Acolyte}}, {{ItemIcon|Air Adept Wizard Hat|Adept}}, and {{ItemIcon|Air Expert Wizard Hat|Expert}} sets can be acquired through {{Skill|Runecrafting}}.
* The elemental {{ItemIcon|Air Acolyte Wizard Hat|Acolyte}}, {{ItemIcon|Air Adept Wizard Hat|Adept}}, and {{ItemIcon|Air Expert Wizard Hat|Expert}} sets can be acquired through {{Skill|Runecrafting}}.
* Sets of Poison, Infernal, and Lightning robes can also be crafted through {{Skill|Runecrafting|nolink=true}} and come in  {{ItemIcon|Poison Master Wizard Hat|Master}}, {{ItemIcon|Poison Legendary Wizard Hat|Legendary}}, and {{ItemIcon|Poison Mythical Wizard Hat|Mythical}} tiers.


A full list of the stats for each set of Wizard Robes can be found on the [[Equipment]] page.
A full list of the stats for each set of Wizard Robes can be found on the [[Equipment]] page.
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| 1
| 1
| Slayer (Basic)
| Slayer (Basic)
| +5% bonus Slayer XP and +5% Slayer Area Effect Negation per piece<br/>Only two pieces (Hat and Robe)
| +5% bonus Slayer XP and +5% Slayer Area Effect Negation per piece.<br/>Only two pieces (Hat and Robe).
|-
|-
| {{ItemIcon|Air Acolyte Wizard Hat|notext=true|size=50}}
| {{ItemIcon|Air Acolyte Wizard Hat|notext=true|size=50}}
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| 30
| 30
| Slayer (Strong)
| Slayer (Strong)
| +15% bonus Slayer XP and +10% Slayer Area Effect Negation per piece<br/>Only two pieces (Hat and Robe)
| +15% bonus Slayer XP and +10% Slayer Area Effect Negation per piece.<br/>Only two pieces (Hat and Robe).
|-
|-
| {{ItemIcon|Air Adept Wizard Hat|notext=true|size=50}}
| {{ItemIcon|Air Adept Wizard Hat|notext=true|size=50}}
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| Water Adept
| Water Adept
| +15 minimum damage when using Water Spells per piece
| +15 minimum damage when using Water Spells per piece
|-
|-
|-
| {{ItemIcon|Miolite Helmet|size=50|notext=true}}
| {{ItemIcon|Miolite Helmet|size=50|notext=true}}
|40
| 40
 
| Miolite
|Miolite
| No special bonuses
|-
|-
| {{ItemIcon|Earth Adept Wizard Hat|notext=true|size=50}}
| {{ItemIcon|Earth Adept Wizard Hat|notext=true|size=50}}
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| 60
| 60
| Slayer (Elite)
| Slayer (Elite)
| +30% bonus Slayer XP and +15% Slayer Area Effection Negation per piece<br/>Only two pieces (Hat and Robe)
| +30% bonus Slayer XP and +15% Slayer Area Effection Negation per piece.<br/>Only two pieces (Hat and Robe).
|-
|-
| {{ItemIcon|Air Expert Wizard Hat|notext=true|size=50}}
| {{ItemIcon|Air Expert Wizard Hat|notext=true|size=50}}
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| 80
| 80
| Slayer (Master)
| Slayer (Master)
| +40% bonus Slayer XP, +3% chance to receive double loot, and +20% Slayer Area Effect Negation per piece<br/>Only two pieces (Hat and Robe)
| +40% bonus Slayer XP, +3% chance to receive double loot, and +20% Slayer Area Effect Negation per piece.<br/>Only two pieces (Hat and Robe).
|-
|-
| {{ItemIcon|Glacia God Helmet|notext=true|size=50}}
| {{ItemIcon|Glacia God Helmet|notext=true|size=50}}
| 85
| 85
| Glacia God
| Glacia God
| Unlike other robe sets, also includes a pair of {{ItemIcon|Glacia God Gloves|Gloves}}.<br/>+10 minimum damage with combat spells of any element per piece.
| Unlike most other robe sets, also includes a pair of {{ItemIcon|Glacia God Gloves|Gloves}}.<br/>+25 minimum damage with Air, Water, Earth, or Fire spells per piece.
|-
| {{ItemIcon|Poison Master Wizard Hat|notext=true|size=50}}
| 100
| Poison Master
| +5% Accuracy Rating when using Archaic Spells that use Poison Runes per piece.
|-
| {{ItemIcon|Infernal Master Wizard Hat|notext=true|size=50}}
| 100
| Infernal Master
| +5% Accuracy Rating when using Archaic Spells that use Infernal Runes per piece.
|-
| {{ItemIcon|Lightning Master Wizard Hat|notext=true|size=50}}
| 100
| Lightning Master
| +5% Accuracy Rating when using Archaic Spells that use Lightning Runes per piece.
|-
| {{ItemIcon|Slayer Wizard Hat (Legendary)|notext=true|size=50}}
| 100
| Slayer (Legendary)
| +45% bonus Slayer XP, +4% chance to receive double loot, +25% Slayer Area Effect Negation, +6% damage to Slayer Tasks, and +6% per piece.<br/>Only two pieces (Hat and Robe).
|-
| {{ItemIcon|Poison Legendary Wizard Hat|notext=true|size=50}}
| 105
| Poison Legendary
| +10% Accuracy Rating when using Archaic Spells that use Poison Runes per piece.
|-
| {{ItemIcon|Infernal Legendary Wizard Hat|notext=true|size=50}}
| 105
| Infernal Legendary
| +10% Accuracy Rating when using Archaic Spells that use Infernal Runes per piece.
|-
| {{ItemIcon|Lightning Legendary Wizard Hat|notext=true|size=50}}
| 105
| Lightning Legendary
| +10% Accuracy Rating when using Archaic Spells that use Lightning Runes per piece.
|-
| {{ItemIcon|Poison Mythical Wizard Hat|notext=true|size=50}}
| 110
| Poison Mythical
| +15% Accuracy Rating when using Archaic Spells that use Poison Runes per piece.
|-
| {{ItemIcon|Infernal Mythical Wizard Hat|notext=true|size=50}}
| 110
| Infernal Mythical
| +15% Accuracy Rating when using Archaic Spells that use Infernal Runes per piece.
|-
| {{ItemIcon|Lightning Mythical Wizard Hat|notext=true|size=50}}
| 110
| Lightning Mythical
| +15% Accuracy Rating when using Archaic Spells that use Lightning Runes per piece.
|-
| {{ItemIcon|Slayer Wizard Hat (Mythical)|notext=true|size=50}}
| 110
| Slayer (Mythical)
| +50% bonus Slayer XP, +5% chance to receive double loot, +30% Slayer Area Effect Negation, +8% damage to Slayer Tasks, and +8% Slayer Coins per piece.<br/>Only two pieces (Hat and Robe).
|-
| {{ItemIcon|Vorloran Devastator Helmet|notext=true|size=50}}
| 120
| Vorloran Devastator
| Unlike most other robe sets, also includes a pair of {{ItemIcon|Vorloran Devastator Gauntlets|Gauntlets}}.
|}
|}


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=== Curses ===
=== Curses ===
Curses inflict the enemy with debuffs, making them weaker in a variety of ways. Curses may be used at the same time as Standard Magic and Auroras, but cannot be used with Ancient Magicks. When cast, all curses remain in effect for 3 attack turns.
Curses inflict the enemy with debuffs, making them weaker in a variety of ways. Curses may be used at the same time as Standard Magic, Auroras, and Archaic Magicks, but cannot be used with Ancient Magicks. When cast, all curses remain in effect for 3 attack turns.
{{MagicSpellbookTable|Curse}}
{{MagicSpellbookTable|Curse}}


=== Auroras ===
=== Auroras ===
Auroras provide the player with buffs, enhancing their abilities in combat. Auroras may be used alongside any other combat magic spells, and may also be used with [[Melee]] while the {{ItemIcon|Miolite Sceptre}} is equipped. Tier 3 auroras may only be cast while the {{ItemIcon|Book of Eli}} is equipped.
Auroras provide the player with buffs, enhancing their abilities in combat. Auroras may be used alongside any other combat magic spells, and may also be used with [[Melee]] while the {{ItemIcon|Miolite Sceptre}} is equipped. Tier 3 Auroras may only be cast while the {{ItemIcon|Book of Eli}} is equipped. Tier 4 Auroras may only be cast while the {{ItemIcon|Book of the Ancients}} is equipped.
{{MagicSpellbookTable|Aurora}}
{{MagicSpellbookTable|Aurora}}


=== Ancient Magicks ===
=== Ancient Magicks ===
Ancient Magicks are powerful offensive spells that can be cast in place of Standard Magic. Auroras, such as {{Icon|Surge II|type=aurora}} for instance, can be used with Ancient Magicks, however effects that increase damage do nothing. In addition, the damage from Ancient Magicks is not increased by any bonuses provided by [[Equipment]], although accuracy rating is. Curses cannot be used with Ancient Magicks.
Ancient Magicks are powerful offensive spells that can be cast in place of Standard Magic. Auroras, such as {{Icon|Surge II|type=aurora}} for instance, can be used with Ancient Magicks, however effects that increase damage do nothing. In addition, the damage from Ancient Magicks is not increased by any bonuses provided by [[Equipment]], [[Prayer]], or [[Potions]], although accuracy rating is. Curses and [[Special Attacks]] cannot be used with Ancient Magicks.
{{MagicSpellbookTable|Ancient}}
{{MagicSpellbookTable|Ancient}}


=== Archaic Magicks ===
=== Archaic Magicks ===
Archaic Magicks are powerful offensive spells that can be cast in place of Standard Magic or Ancient Magicks. Unlike with Ancient Magicks, damage modifiers from [[Equipment]], [[Prayer]], and [[Potions]] will apply to Archaic Magicks. Curses and damage modifying Auroras can also be used, though [[Special Attacks]] still will not work.
{{MagicSpellbookTable|Archaic}}
{{MagicSpellbookTable|Archaic}}


== Skillcape ==
== Skillcape ==


The [[Skillcapes|skillcape]] can be purchased from the store for {{GP|1000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}}.
The [[Skillcapes|Skillcape]] can be purchased from the store for {{GP|1000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}}.
 
The Superior Skillcape can be purchased from the store for {{GP|10000000}} after the player reaches {{SkillReq|{{PAGENAME}}|120}}.
{{SkillcapeInfo}}
{{SkillcapeInfo}}



Revision as of 08:30, 28 October 2022

This page is up to date (v1.3).
Magic

Magic is used to cast damage dealing spells with a wand or staff equipped, provided the player has the required Runes in their Bank and the desired spell unlocked.

Mechanics

Magic skill level increases Magic Accuracy Rating and Maximum Hit (0.5% per level) when using spells and Magic Evasion Rating when defending from spells. Raising Magic to Magic (skill).svg Level 99 will unlock the Magic Skillcape for purchase from the Shop, which doubles the rune cost reduction of items when equipped. Raising Magic to Magic (skill).svg Level 120 will unlock the Superior Magic Skillcape for purchase, which quadruples the rune cost reduction of items and provides a +5% Magic Damage Bonus from equipment.

Attack Styles

There are two Magic attack styles: Magic and Defensive.

When using the Magic attack style, the player receives 0.4 Magic XP per point of damage dealt, and a hidden bonus of +6 to the player's Magic level. This affects both Magic Accuracy Rating and Magic Evasion Rating.

When using the Defensive attack style, the player instead receives 0.2 Magic XP and 0.2 Defence XP per point of damage dealt, and +3 hidden bonuses to both Magic and Defence. The Defence bonus affects all Evasion Ratings.

Rune Preservation

Rune preservation is a bonus which applies whenever a spell is cast, and provides a chance that the spell will be cast without any runes being consumed. Alt. Magic benefits from both these and its own preservation bonuses. The chance to preserve runes is capped at 80%.

Alternative Magic

Alternative Magic (Alt. Magic) is an alternative method to train Magic using non-combat spells. It is still the same skill as Magic - all XP is shared.

Equipment

Staves

Elemental staves can be crafted from elemental runes and logs with Runecrafting or looted from monsters. When equipped, staves reduce the need to use Air, Water, Earth, or Fire runes, depending on the staff type.

Advanced staves can be crafted beginning at Runecrafting level 100. When equipped, they reduce the need to use Poison, Infernal, or Lightning runes, depending on the staff type. The Meteorite Staff can also be crafted at Runecrafting level 115, which allows the casting of Meteor Shower when equipped.

The Nature's Call Staff and Nature's Wrath Staff can be created by upgrading monster drops. When equipped, these staves allow the casting of Nature's Call and Nature's Wrath respectively. Additionally, both staves reduce the Nature Rune cost of spells by 1.

The Cloudburst Staff, Lightning Coil 2H Staff, and Ethereal Staff are the only staves that cannot be crafted.

All staves are two-handed.

Staff
Tier
Magic
Level
Runecrafting Level
Air Water Earth Fire
Staff 1 1 5 9 14
Battlestaff 30 30 35 39 44
Mystic Staff 40 70 75 79 84
Nature's Call Staff 40 N/A
Nature's Wrath Staff 65 N/A
Cloudburst Staff 85 N/A
Poison Staff 100 100
Infernal Staff 102 105
Lightning Staff 105 110
Meteorite Staff 106 115
Lightning Coil 2H Staff 110 N/A
Ethereal Staff 115 N/A

Wands

Wands are one-handed, meaning they can be used with off hand equipment. Magic imbued wands can be crafted through Runecrafting using Magic Wand (Elite). When equipped, Magic imbued wands reduces the amount of Air, Water, Earth, or Fire runes needed to cast a spell by 3, depending on the wand type.

Advanced wands can be crafted beginning at Runecrafting level 108, and reduce the amount of Despair, Archaic, or Calamity runes needed to cast a spell by 5, depending on the wand type.

Ocean Song and the Slicing Maelstrom Wand can be created by upgrading 100 Ocean Song Fragments and Slicing Maelstrom Wand Shards, respectively. When equipped, the Slicing Maelstrom Wand allows the casting of Slicing Maelstrom.

Magic Level Wand Tier Rune Discount
1 Basic 0
30 Powerful 0
60 Elite 0
70 Magic Imbued Wand 3
90 Ocean Song 4
105 Despair Wand 5
110 Archaic Wand 5
115 Calamity Wand 5
120 Slicing Maelstrom Wand 0

Robes

Wizard Robes can be acquired through a few different sources:

A full list of the stats for each set of Wizard Robes can be found on the Equipment page.

Level Robe Tier Notes
1 Green
1 Slayer (Basic) +5% bonus Slayer XP and +5% Slayer Area Effect Negation per piece.
Only two pieces (Hat and Robe).
1 Air Acolyte +5 minimum damage when using Air Spells per piece
5 Water Acolyte +5 minimum damage when using Water Spells per piece
9 Earth Acolyte +5 minimum damage when using Earth Spells per piece
10 Blue
14 Fire Acolyte +5 minimum damage when using Fire Spells per piece
30 Red
30 Slayer (Strong) +15% bonus Slayer XP and +10% Slayer Area Effect Negation per piece.
Only two pieces (Hat and Robe).
35 Air Adept +15 minimum damage when using Air Spells per piece
39 Water Adept +15 minimum damage when using Water Spells per piece
40 Miolite
43 Earth Adept +15 minimum damage when using Earth Spells per piece
48 Fire Adept +15 minimum damage when using Fire Spells per piece
50 Black
60 Slayer (Elite) +30% bonus Slayer XP and +15% Slayer Area Effection Negation per piece.
Only two pieces (Hat and Robe).
65 Air Expert +20 minimum damage when using Air Spells per piece
69 Water Expert +20 minimum damage when using Water Spells per piece
70 Ancient +5 Minimum Damage when using any elemental spell per piece
73 Earth Expert +20 minimum damage when using Earth Spells per piece
78 Fire Expert +20 minimum damage when using Fire Spells per piece
80 Slayer (Master) +40% bonus Slayer XP, +3% chance to receive double loot, and +20% Slayer Area Effect Negation per piece.
Only two pieces (Hat and Robe).
85 Glacia God Unlike most other robe sets, also includes a pair of Gloves.
+25 minimum damage with Air, Water, Earth, or Fire spells per piece.
100 Poison Master +5% Accuracy Rating when using Archaic Spells that use Poison Runes per piece.
100 Infernal Master +5% Accuracy Rating when using Archaic Spells that use Infernal Runes per piece.
100 Lightning Master +5% Accuracy Rating when using Archaic Spells that use Lightning Runes per piece.
100 Slayer (Legendary) +45% bonus Slayer XP, +4% chance to receive double loot, +25% Slayer Area Effect Negation, +6% damage to Slayer Tasks, and +6% per piece.
Only two pieces (Hat and Robe).
105 Poison Legendary +10% Accuracy Rating when using Archaic Spells that use Poison Runes per piece.
105 Infernal Legendary +10% Accuracy Rating when using Archaic Spells that use Infernal Runes per piece.
105 Lightning Legendary +10% Accuracy Rating when using Archaic Spells that use Lightning Runes per piece.
110 Poison Mythical +15% Accuracy Rating when using Archaic Spells that use Poison Runes per piece.
110 Infernal Mythical +15% Accuracy Rating when using Archaic Spells that use Infernal Runes per piece.
110 Lightning Mythical +15% Accuracy Rating when using Archaic Spells that use Lightning Runes per piece.
110 Slayer (Mythical) +50% bonus Slayer XP, +5% chance to receive double loot, +30% Slayer Area Effect Negation, +8% damage to Slayer Tasks, and +8% Slayer Coins per piece.
Only two pieces (Hat and Robe).
120 Vorloran Devastator Unlike most other robe sets, also includes a pair of Gauntlets.

Spells

Standard Magic

Curses

Curses inflict the enemy with debuffs, making them weaker in a variety of ways. Curses may be used at the same time as Standard Magic, Auroras, and Archaic Magicks, but cannot be used with Ancient Magicks. When cast, all curses remain in effect for 3 attack turns.

Auroras

Auroras provide the player with buffs, enhancing their abilities in combat. Auroras may be used alongside any other combat magic spells, and may also be used with Melee while the Miolite Sceptre is equipped. Tier 3 Auroras may only be cast while the Book of Eli is equipped. Tier 4 Auroras may only be cast while the Book of the Ancients is equipped.

Ancient Magicks

Ancient Magicks are powerful offensive spells that can be cast in place of Standard Magic. Auroras, such as Surge II for instance, can be used with Ancient Magicks, however effects that increase damage do nothing. In addition, the damage from Ancient Magicks is not increased by any bonuses provided by Equipment, Prayer, or Potions, although accuracy rating is. Curses and Special Attacks cannot be used with Ancient Magicks.

Archaic Magicks

Archaic Magicks are powerful offensive spells that can be cast in place of Standard Magic or Ancient Magicks. Unlike with Ancient Magicks, damage modifiers from Equipment, Prayer, and Potions will apply to Archaic Magicks. Curses and damage modifying Auroras can also be used, though Special Attacks still will not work.

Skillcape

The Skillcape can be purchased from the store for 1,000,000GP after the player reaches Magic (skill).svg Level 99.

The Superior Skillcape can be purchased from the store for 10,000,000GP after the player reaches Magic (skill).svg Level 120.

Regular Skillcape

The Magic Skillcape is the skillcape for the Magic skill. It can be purchased for 1,000,000GP from the Shop once the player reaches Magic (skill).svg Level 99 in the Magic skill. The Magic Skillcape offers the following benefits when worn:

Items that reduce Rune costs are now 2x as effective

Superior Skillcape

The Superior Magic Skillcape is the superior skillcape for the Magic skill. It can be purchased for 10,000,000GP from the Shop once the player reaches Magic (skill).svg Level 120 in the Magic skill. Magic (skill).svg Level 120 can only be reached if the player owns the TotH.svg Throne of the Herald expansion. Likewise, the superior skillcape can only be purchased if the player owns this expansion. The superior skillcape offers the following benefits when worn:

Items that reduce Rune costs are now 4x as effective and +5% Magic Damage Bonus from Equipment

Pet

The pet can be unlocked by doing any action that provides Magic XP, including Alt. Magic.

PetNameDLCEffect
SalemSalemMelvor Logo.svg +5% Rune Preservation

Magic Equipment Stats

Weapons

Helmets

Bodies

Legs

Boots

Gloves

Shields

Capes