Magic: Difference between revisions

From Melvor Idle
(→‎Rune Preservation: Note difference in cap between combat & Alt magic)
(Replaced existing "Equipment" section with "Skill Level Unlocks" (left the final Equipment section intact), added a "Skill Bonuses" section, various small changes)
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{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}}
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}}
[[File:Magic (skill).svg|thumb|right|Magic]]
[[File:Magic (skill).svg|thumb|150px|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 a {{Icon|Combat}} skill. Magic uses damaging spells, debuffing Curses, and self-buffing Auroras to dispatch enemies, all of which consume [[Runecrafting#Runes|Runes]] per cast. It can also be used outside of combat to cast [[Alternative Magic|Alt. Magic]] spells with various item-transmuting effects.


==Mechanics==
Players using Magic will gain [[Combat Triangle]] bonuses against monsters that use {{Icon|Melee}} and penalties against monsters that use {{Skill|Ranged}}.


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.
== Mechanics ==
=== Active Spells and Runes ===
Like other combat styles, the player must have a Magic weapon (such as a wand or staff) equipped to use Magic. Unlike other combat styles, however, a specific '''spell''' must also be selected. This damage-dealing spell will be used for all player attacks, and can optionally be supplemented by a '''Curse''' and/or an '''Aurora'''. Curses are cast every three turns and debuff the enemy. Auroras are cast with every player attack and buff the player. '''Ancient Magicks''' and '''Archaic Magicks''' are special damage-dealing spells with specific unlock requirements that can be used instead of a standard damage spell.


===Attack Styles===
Spells must be unlocked to be selected. All spells require a certain minimum Magic level, which is the only requirement for many spells, including lower-level Curses and Auroras. Other spells have special unlock requirements such as equipping a certain item or clearing a specific [[Dungeons|Dungeon]] a certain number of times.


There are two Magic attack styles: Magic and Defensive.
Each cast of any spell consumes [[Runecrafting#Runes|Runes]], which are stored in the Bank and are not equipped. Runes can be created in {{Skill|Runecrafting}} or obtained by killing monsters. Many spells have an alternate Rune cost, which can be selected by checking "Use Combination Runes" when selecting a spell. You can see how many of each Rune is stored in your Bank, as well as which Runes are being consumed by your active spells, with the "View My Runes" panel in the Combat UI.


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]].
Rune costs can be mitigated with Rune Preservation, which provides a chance to consume no Runes when casting any spell, and Rune Cost Reduction bonuses that reduce the usage costs of specific Runes.


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]].
=== Attack Styles ===
There are two Magic attack styles: '''Magic''' and '''Defensive'''. Both attack styles use the player's Magic skill, which increases [[Combat#Accuracy_Rating|Magic Accuracy Rating]] and [[Combat#Magic_Max_Hit|Maximum Hit]] with each level. Magic and {{Skill|Defence}} determine the player's [[Combat#Magic_Evasion_Rating|Evasion Rating]] against monsters using the Magic combat style.


=== Rune Preservation ===
0.4 Magic XP is earned per point of damage dealt by Magic spells. When using the Magic attack style, this XP is applied directly to the Magic skill. When using the Defensive style, the XP is split evenly between Magic and Defence. This XP only considers damage dealt directly to a monster; if a spell causes indirect damage through an effect like [[Combat_Debuff#Poison|Poison]] or [[Combat_Debuff#Burn|Burn]], that extra damage does not reward XP.
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. {{Skill|Alt. Magic}} benefits from both these and its own [[Alternative Magic#Rune Preservation|preservation bonuses]]. The chance to preserve runes is capped at 80% for {{Icon|Combat}} magic, or 100% for {{Skill|Alt. Magic}}.
{{ModifierTable|RunePreservation|Rune Preservation|true}}
 
=== 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|Staves]] and [[#Wands|Wands]]). For example, while a {{ItemIcon|Staff of Air}} is equipped any spells cast will have their {{ItemIcon|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 {{ItemIcon|Magic Skillcape}} will double the rune cost reduction provided by any such equipment, while the {{ItemIcon|Superior Magic Skillcape}} will quadruple the rune cost reduction.
{{RuneProvidingItems}}
 
== 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 {{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|Cloudburst Staff}}, {{ItemIcon|Lightning Coil 2H Staff}}, and {{ItemIcon|Ethereal Staff}} are the only staves that cannot be crafted.
 
All staves are two-handed.
 
{| class="wikitable"
|-
! rowspan=2 | Staff <br/> Tier
! rowspan=2 | Magic <br/> Level
! colspan=4 | {{Skill|Runecrafting}} Level
|-
! Air
! Water
! Earth
! Fire
|-
| Staff
| style="text-align:right" | 1
| style="text-align:right" | 1
| style="text-align:right" | 5
| style="text-align:right" | 9
| style="text-align:right" | 14
|-
| Battlestaff
| style="text-align:right" | 30
| style="text-align:right" | 30
| style="text-align:right" | 35
| style="text-align:right" | 39
| style="text-align:right" | 44
|-
| Mystic Staff
| style="text-align:right" | 40
| style="text-align:right" | 70
| style="text-align:right" | 75
| style="text-align:right" | 79
| style="text-align:right" | 84
|-
| {{ItemIcon|Nature's Call Staff}}
| style="text-align:right" | 40
| class="table-na" colspan=4 | N/A
|-
| {{ItemIcon|Nature's Wrath Staff}}
| style="text-align:right" | 65
| class="table-na" colspan=4 | N/A
|-
| {{ItemIcon|Cloudburst Staff}}
| style="text-align: right" | 85
| class="table-na" 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
| class="table-na" colspan=4 | N/A
|-
| {{ItemIcon|Ethereal Staff}}
| style="text-align:right" | 115
| class="table-na" colspan=4 | N/A
|}
 
=== 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.
 
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"
!Magic Level
!Wand Tier
!Rune Discount
|-
| 1
| {{ItemIcon|Magic Wand (Basic)|Basic}}
| 0
|-
| 30
| {{ItemIcon|Magic Wand (Powerful)|Powerful}}
| 0
|-
| 60
| {{ItemIcon|Magic Wand (Elite)|Elite}}
| 0
|-
| 70
| Magic Imbued Wand
| 3
|-
| 90
| {{ItemIcon|Ocean Song}}
| 4
|-
| 105
| {{ItemIcon|Despair Wand}}
| 5
|-
| 110
| {{ItemIcon|Archaic Wand}}
| 5
|-
| 115
| {{ItemIcon|Calamity Wand}}
| 5
|-
| 120
| {{ItemIcon|Slicing Maelstrom Wand}}
| 0
|}
 
=== Robes ===
 
Wizard Robes can be acquired through a few different sources:


* The {{ItemIcon|Slayer Wizard Hat (Basic)|Slayer Wizard Robes}} can be purchased from the store using {{SC|}} [[Currency#Slayer Coins|Slayer Coins]].
In addition to affecting how experience is distributed, each Magic attack style has a special bonus:
* 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}}.
* 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.
* '''Magic:''' +6 Hidden Magic Level, slightly improving the player's accuracy, damage, and Magic evasion
* '''Defence:''' +3 Hidden Magic Level and +3 Hidden Defence Level, slightly improving the player's accuracy, damage, and overall evasion


{| class="wikitable sortable"
== Alt. Magic ==
!
{{Main|Reference=Alternative Magic}}
!Level
[[Alternative Magic]] (Alt. Magic) is a non-combat skill that can be used to train Magic with various transmutation spells. It uses the same Magic skill as combat, and all Magic XP is shared.
!Robe Tier
!Notes
|-
| {{ItemIcon|Green Wizard Hat|notext=true|size=50}}
| 1
| Green
|-
| {{ItemIcon| Slayer Wizard Hat (Basic)|notext=true|size=50}}
| 1
| Slayer (Basic)
| +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}}
| 1
| Air Acolyte
| +5 minimum damage when using Air Spells per piece
|-
| {{ItemIcon|Water Acolyte Wizard Hat|notext=true|size=50}}
| 5
| Water Acolyte
| +5 minimum damage when using Water Spells per piece
|-
| {{ItemIcon|Earth Acolyte Wizard Hat|notext=true|size=50}}
| 9
| Earth Acolyte
| +5 minimum damage when using Earth Spells per piece
|-
| {{ItemIcon|Blue Wizard Hat|notext=true|size=50}}
| 10
| Blue
|-
| {{ItemIcon|Fire Acolyte Wizard Hat|notext=true|size=50}}
| 14
| Fire Acolyte
| +5 minimum damage when using Fire Spells per piece
|-
| {{ItemIcon|Red Wizard Hat|notext=true|size=50}}
| 30
| Red
|-
| {{ItemIcon| Slayer Wizard Hat (Strong)|notext=true|size=50}}
| 30
| Slayer (Strong)
| +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}}
| 35
| Air Adept
| +15 minimum damage when using Air Spells per piece
|-
| {{ItemIcon|Water Adept Wizard Hat|notext=true|size=50}}
| 39
| Water Adept
| +15 minimum damage when using Water Spells per piece
|-
| {{ItemIcon|Miolite Helmet|size=50|notext=true}}
| 40
| Miolite
|-
| {{ItemIcon|Earth Adept Wizard Hat|notext=true|size=50}}
| 43
| Earth Adept
| +15 minimum damage when using Earth Spells per piece
|-
| {{ItemIcon|Fire Adept Wizard Hat|notext=true|size=50}}
| 48
| Fire Adept
| +15 minimum damage when using Fire Spells per piece
|-
| {{ItemIcon|Black Wizard Hat|notext=true|size=50}}
| 50
| Black
|-
| {{ItemIcon| Slayer Wizard Hat (Elite)|notext=true|size=50}}
| 60
| Slayer (Elite)
| +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}}
| 65
| Air Expert
| +20 minimum damage when using Air Spells per piece
|-
| {{ItemIcon|Water Expert Wizard Hat|notext=true|size=50}}
| 69
| Water Expert
| +20 minimum damage when using Water Spells per piece
|-
| {{ItemIcon|Ancient Wizard Hat|notext=true|size=50}}
| 70
| Ancient
| +5 Minimum Damage when using any elemental spell per piece
|-
| {{ItemIcon|Earth Expert Wizard Hat|notext=true|size=50}}
| 73
| Earth Expert
| +20 minimum damage when using Earth Spells per piece
|-
| {{ItemIcon|Fire Expert Wizard Hat|notext=true|size=50}}
| 78
| Fire Expert
| +20 minimum damage when using Fire Spells per piece
|-
| {{ItemIcon|Slayer Wizard Hat (Master)|notext=true|size=50}}
| 80
| 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).
|-
| {{ItemIcon|Glacia God Helmet|notext=true|size=50}}
| 85
| Glacia God
| 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}}.
|}


== Spells ==
== Spells ==
Line 352: Line 35:


=== 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, Auroras, and Archaic Magicks, 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. They are automatically cast alongside the active damage-dealing spell every three attack turns, and do not take any extra time to cast (but ''do'' consume Runes). Curses can be used with Standard Magic, Auroras, and Archaic Magicks, but cannot be used with Ancient Magicks.
 
The {{ItemIcon|Miolite Sceptre}} allows Curses to be cast while using the {{Icon|Melee}} combat style, and the {{TotH}}{{ItemIcon|Voodoo Trinket}} allows Curses to be cast with any combat style.
{{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. Tier 4 Auroras may only be cast while the {{ItemIcon|Book of the Ancients}} is equipped.
Auroras provide the player with buffs, enhancing their abilities in combat. They are automatically cast on every attack turn, and consume Runes but do not take any extra time to cast. Auroras can be used with any damage-dealing spell, but Auroras that modify a spell's damage will have no effect on Ancient Magicks.
 
Tier 3 Auroras can only be cast while the {{ItemIcon|Book of Eli}} is equipped, and Tier 4 Auroras can only be cast while the {{TotH}}{{ItemIcon|Book of the Ancients}} is equipped. The {{ItemIcon|Miolite Sceptre}} allows Auroras to be cast while using the {{Icon|Melee}} combat style.
{{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]], [[Prayer]], or [[Potions]], although accuracy rating is. Curses and [[Special Attacks]] cannot be used with Ancient Magicks.
Ancient Magicks are powerful offensive spells that can be cast to deal damage each turn like Standard Magic. These spells deal fixed damage and ignore many of the usual spellcasting rules; they can't be used with Curses or equipment-based [[Special Attacks]], and Max Hit modifiers from any source will have no effect. Auroras ''can'' be used with Ancient Magicks, but any damage-modifying effects will be ignored. Any modifiers to Attack Interval or Accuracy Rating still apply, and some Ancient Magicks will always hit if the player's Accuracy Rating exceeds a certain threshold.
 
In addition to the usual Magic level requirement, each Ancient Magick spell requires that the player clear a specific [[Dungeons|Dungeon]] a certain number of times.
{{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.
{{TotH}} Archaic Magicks are powerful offensive spells that can be cast to deal damage each turn like Standard Magic. Unlike Ancient Magicks, the only restriction on Archaic Magicks is that they cannot be used with equipment-based [[Special Attacks]]. Curses, Auroras, and any Max Hit modifiers can be used as normal.
 
In addition to the usual Magic level, each Archaic Magick spell has a unique unlock requirement. Some Archaic Magicks can only be cast while a specific Magic weapon is equipped.
{{MagicSpellbookTable|Archaic}}
{{MagicSpellbookTable|Archaic}}


== Skillcape ==
== Skillcapes ==
 
The standard and superior [[Skillcapes|skillcapes]] for this skill can be purchased from the store for {{GP|1000000}} and {{GP|10000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}} and {{SkillReq|{{PAGENAME}}|120}}, respectively. Reaching {{SkillReq|{{PAGENAME}}|120}} requires the {{Icon|Throne of the Herald Expansion|img=TotH|ext=svg}}.
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}}


== Pet ==
== Pet ==
The [[Pets|pet]] can be unlocked by doing any action that provides Magic XP, including Alt. Magic.
This skill's [[Pets|pet]] can be unlocked by performing any action that provides Magic XP, including Alt. Magic.
{{PetSkillInfo}}
{{PetSkillInfo}}
== Skill Bonuses ==
=== Rune Preservation ===
Rune Preservation provides a chance to consume no runes when casting any spell. {{Skill|Alt. Magic}} benefits from both overall Rune Preservation and its own [[Alternative Magic#Rune Preservation|preservation bonuses]]. Rune Preservation is capped at 80% for {{Icon|Combat}} spells and 100% for {{Skill|Alt. Magic}}.
{{ModifierTable|RunePreservation|Rune Preservation|true}}
=== Rune Cost Reduction ===
Rune Cost Reduction reduces the cost of a specific type of Rune in any spell. It is mostly provided by [[Equipment]], especially [[#Staves|Staves]] and [[#Wands|Wands]]. For example, while a {{ItemIcon|Staff of Air}} is equipped, any spells that use {{ItemIcon|Air Rune|Air Runes}} will use up to three fewer Air Runes per cast. This bonus ''can'' reduce a specific Rune's cost to zero. Rune Cost Reduction from equipment does not apply when equipped in the [[Combat Passive Slot]].
The {{ItemIcon|Magic Skillcape}} will double any active Rune Cost Reduction while equipped, and the {{ItemIcon|Superior Magic Skillcape}} will quadruple it.
{{RuneProvidingItems}}


== Magic Equipment Stats ==
== Magic Equipment Stats ==

Revision as of 18:25, 12 May 2023

This page was last updated for (v1.1.2).
Magic

Magic is a

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Combat

skill. Magic uses damaging spells, debuffing Curses, and self-buffing Auroras to dispatch enemies, all of which consume Runes per cast. It can also be used outside of combat to cast Alt. Magic spells with various item-transmuting effects. Players using Magic will gain Combat Triangle bonuses against monsters that use

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Melee

and penalties against monsters that use

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Ranged

.

Mechanics

Active Spells and Runes

Like other combat styles, the player must have a Magic weapon (such as a wand or staff) equipped to use Magic. Unlike other combat styles, however, a specific spell must also be selected. This damage-dealing spell will be used for all player attacks, and can optionally be supplemented by a Curse and/or an Aurora. Curses are cast every three turns and debuff the enemy. Auroras are cast with every player attack and buff the player. Ancient Magicks and Archaic Magicks are special damage-dealing spells with specific unlock requirements that can be used instead of a standard damage spell.

Spells must be unlocked to be selected. All spells require a certain minimum Magic level, which is the only requirement for many spells, including lower-level Curses and Auroras. Other spells have special unlock requirements such as equipping a certain item or clearing a specific Dungeon a certain number of times.

Each cast of any spell consumes Runes, which are stored in the Bank and are not equipped. Runes can be created in

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Runecrafting

or obtained by killing monsters. Many spells have an alternate Rune cost, which can be selected by checking "Use Combination Runes" when selecting a spell. You can see how many of each Rune is stored in your Bank, as well as which Runes are being consumed by your active spells, with the "View My Runes" panel in the Combat UI.

Rune costs can be mitigated with Rune Preservation, which provides a chance to consume no Runes when casting any spell, and Rune Cost Reduction bonuses that reduce the usage costs of specific Runes.

Attack Styles

There are two Magic attack styles: Magic and Defensive. Both attack styles use the player's Magic skill, which increases Magic Accuracy Rating and Maximum Hit with each level. Magic and

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Defence

determine the player's Evasion Rating against monsters using the Magic combat style.

0.4 Magic XP is earned per point of damage dealt by Magic spells. When using the Magic attack style, this XP is applied directly to the Magic skill. When using the Defensive style, the XP is split evenly between Magic and Defence. This XP only considers damage dealt directly to a monster; if a spell causes indirect damage through an effect like Poison or Burn, that extra damage does not reward XP.

In addition to affecting how experience is distributed, each Magic attack style has a special bonus:

  • Magic: +6 Hidden Magic Level, slightly improving the player's accuracy, damage, and Magic evasion
  • Defence: +3 Hidden Magic Level and +3 Hidden Defence Level, slightly improving the player's accuracy, damage, and overall evasion

Alt. Magic

Alternative Magic (Alt. Magic) is a non-combat skill that can be used to train Magic with various transmutation spells. It uses the same Magic skill as combat, and all Magic XP is shared.

Spells

Standard Magic

Curses

Curses inflict the enemy with debuffs, making them weaker in a variety of ways. They are automatically cast alongside the active damage-dealing spell every three attack turns, and do not take any extra time to cast (but do consume Runes). Curses can be used with Standard Magic, Auroras, and Archaic Magicks, but cannot be used with Ancient Magicks.

The Miolite Sceptre allows Curses to be cast while using the

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Melee

combat style, and the Voodoo Trinket allows Curses to be cast with any combat style.

Auroras

Auroras provide the player with buffs, enhancing their abilities in combat. They are automatically cast on every attack turn, and consume Runes but do not take any extra time to cast. Auroras can be used with any damage-dealing spell, but Auroras that modify a spell's damage will have no effect on Ancient Magicks.

Tier 3 Auroras can only be cast while the Book of Eli is equipped, and Tier 4 Auroras can only be cast while the Book of the Ancients is equipped. The Miolite Sceptre allows Auroras to be cast while using the

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Melee

combat style.

Ancient Magicks

Ancient Magicks are powerful offensive spells that can be cast to deal damage each turn like Standard Magic. These spells deal fixed damage and ignore many of the usual spellcasting rules; they can't be used with Curses or equipment-based Special Attacks, and Max Hit modifiers from any source will have no effect. Auroras can be used with Ancient Magicks, but any damage-modifying effects will be ignored. Any modifiers to Attack Interval or Accuracy Rating still apply, and some Ancient Magicks will always hit if the player's Accuracy Rating exceeds a certain threshold.

In addition to the usual Magic level requirement, each Ancient Magick spell requires that the player clear a specific Dungeon a certain number of times.

Archaic Magicks

Archaic Magicks are powerful offensive spells that can be cast to deal damage each turn like Standard Magic. Unlike Ancient Magicks, the only restriction on Archaic Magicks is that they cannot be used with equipment-based Special Attacks. Curses, Auroras, and any Max Hit modifiers can be used as normal.

In addition to the usual Magic level, each Archaic Magick spell has a unique unlock requirement. Some Archaic Magicks can only be cast while a specific Magic weapon is equipped.

Skillcapes

The standard and superior skillcapes for this skill can be purchased from the store for 1,000,000GP and 10,000,000GP after the player reaches

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Level 99

and

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Level 120

, respectively. Reaching

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Level 120

requires the Throne of the Herald Expansion.

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

This skill's pet can be unlocked by performing any action that provides Magic XP, including Alt. Magic.

PetNameDLCEffect
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SalemMelvor Logo.svg +5% Rune Preservation

Skill Bonuses

Rune Preservation

Rune Preservation provides a chance to consume no runes when casting any spell.

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Alt. Magic

benefits from both overall Rune Preservation and its own preservation bonuses. Rune Preservation is capped at 80% for

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Combat

spells and 100% for

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Alt. Magic

.

Rune Cost Reduction

Rune Cost Reduction reduces the cost of a specific type of Rune in any spell. It is mostly provided by Equipment, especially Staves and Wands. For example, while a Staff of Air is equipped, any spells that use Air Runes will use up to three fewer Air Runes per cast. This bonus can reduce a specific Rune's cost to zero. Rune Cost Reduction from equipment does not apply when equipped in the Combat Passive Slot.

The Magic Skillcape will double any active Rune Cost Reduction while equipped, and the Superior Magic Skillcape will quadruple it.

Magic Equipment Stats

Weapons

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Helmets

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Bodies

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Legs

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Boots

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Gloves

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Shields

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Capes

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