Magic: Difference between revisions

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{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}}
[[File:Magic (skill).svg|thumb|right|Magic]]
[[File:Magic (skill).svg|thumb|right|Magic]]
'''{{PAGENAME}}''' is used to cast damage dealing spells with a wand or staff equipped, provided the player has the required [[Runecrafting#Runes|Runes]] in their [[Bank]] and the desired spell unlocked.  
'''{{PAGENAME}}''' is used to cast damage dealing spells with a wand or staff equipped, provided the player has the required [[Runecrafting#Runes|Runes]] in their [[Bank]] and the desired spell unlocked.  

Revision as of 03:02, 23 January 2023

This page was last updated for (v1.1).
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

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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

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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

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Magic

XP per point of damage dealt, and a hidden bonus of +6 to the player's

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Magic

level. This affects both Magic Accuracy Rating and Magic Evasion Rating. When using the Defensive attack style, the player instead receives 0.2

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Magic

XP and 0.2

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Defence

XP per point of damage dealt, and +3 hidden bonuses to both

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Magic

and

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Defence

. The

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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.

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Alt. Magic

benefits from both these and its own preservation bonuses. The chance to preserve runes is capped at 80%.

Rune Cost Reduction

Rune cost reduction is a bonus which reduces the rune cost of a spell when cast, and is provided by by various items of Equipment (predominantly Staves and Wands). For example, while a Staff of Air is equipped any spells cast will have their Air Rune cost reduced by up to 3 runes. Any equipment within the Combat Passive Slot will not reduce the rune cost of spells.

When equipped, the Magic Skillcape will double the rune cost reduction provided by any such equipment, while the Superior Magic Skillcape will quadruple the rune cost reduction.

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

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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

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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

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Runecrafting

level 115, which allows the casting of

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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

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Nature's Call

and

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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
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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

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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

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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

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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:

  • The Slayer Wizard Robes can be purchased from the store using SC Slayer Coins.
  • Various 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 Acolyte, Adept, and Expert sets can be acquired through
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    Runecrafting
    .
  • Sets of Poison, Infernal, and Lightning robes can also be crafted through
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    Runecrafting
    and come in Master, Legendary, and Mythical tiers.

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

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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

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Level 99

. The Superior Skillcape can be purchased from the store for 10,000,000GP after the player reaches

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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

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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

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Level 120

in the Magic skill.

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Level 120

can only be reached if the player owns the 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
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SalemMelvor Logo.svg +5% Rune Preservation

Magic Equipment Stats

Weapons

Template:MagicWeaponsTable

Helmets

Template:MagicHelmetTable

Bodies

Template:MagicPlatebodyTable

Legs

Template:MagicPlatelegsTable

Boots

Template:MagicBootsTable

Gloves

Template:MagicGlovesTable

Shields

Template:MagicShieldsTable

Capes

Template:MagicCapesTable