Magic: Difference between revisions

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→‎Rune Preservation: Alt Magic pres is capped at 80% as well
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{{V|1.2.2}}
{{UserContentVersion|1.2.2}}
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}}
{{HasSkillGuide|{{PAGENAME}}/Training}}
[[File:Magic (skill).svg|thumb|150px|right|Magic]]
{{Skillbox
|released=5 December 2019 ([[V0.10]])
|expansion=Base game
|type=Combat
|99=None
|120=TotH
|abyssal60=ItA
}}
 
'''{{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.
'''{{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.


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== Alt. Magic ==
== Alt. Magic ==
{{Main|Reference=Alternative Magic}}
{{Main|Reference=Alternative 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.
[[Alternative Magic]], or Alt. Magic, is a non-combat variant of [[Magic]]. It offers players a different method of levelling magic, without having to engage in combat. Alt. Magic is aimed at non-combat utility spells such as Item Alchemy spells that convert items into gold based on their value. Spells like Rags to Riches and Superheat offer options for converting ores and materials into valuable resources or gems.


== Spells ==
== Spells ==
Spells are magical abilities that players can use to influence combat and gameplay. They encompass a variety of effects, including offensive attacks, defensive buffs, and debuffs inflicted on enemies. Each spell typically consumes [[Runes]] as a resource and may have specific conditions or restrictions for use.
Players can choose from 6 different spell books, each serving distinct purposes
=== Standard Magic ===
=== Standard Magic ===
{{MagicSpellbookTable|Standard}}
{{Main|Reference=Standard Magic}}
Standard Spells can be cast without any restrictions.


=== Curses ===
=== Curses ===
{{Main|Reference=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.
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.
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}}


=== Auroras ===
=== Auroras ===
{{Main|Reference=Aurora|Name=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.
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.
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}}


=== Ancient Magicks ===
=== Ancient Magicks ===
{{Main|Reference=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.
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.
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}}


=== Archaic Magicks ===
=== Archaic Magicks ===
{{Main|Reference=Archaic Magicks}}
{{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.
{{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.
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}}
 
=== Abyssal Spellbook ===
{{Main|Reference=Abyssal Spellbook}}
{{ItA}} The Abyssal Spellbook offers 5 Spell Tiers and 8 special Spells with some Item/Kill requirements.
Abyssal Spells can be freely used in combination with Auroras and Curses but will require a {{ItA}}[[Into the Abyss Expansion]] Wand or Staff to use.


== Skill Level Unlocks ==
== Skill Level Unlocks ==
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== Skillcapes ==
== 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}}.
{{SkillcapeInfo}}
{{SkillcapeInfo}}


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== Skill Bonuses ==
== Skill Bonuses ==
=== Rune Preservation ===
=== 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}}.
{{Main|Reference=Rune Preservation}}
{{ModifierTable|RunePreservation|Rune Preservation|true}}
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 both {{Icon|Combat}} and {{Skill|Alt. Magic}}.


=== Rune Cost Reduction ===
=== Rune Cost Reduction ===
{{Main|Reference=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]].
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.
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 ==
=== Weapons ===
{{MagicWeaponsTable}}
=== Helmets ===
{{MagicHelmetTable}}
=== Bodies ===
{{MagicPlatebodyTable}}
=== Legs ===
{{MagicPlatelegsTable}}
=== Boots ===
{{MagicBootsTable}}


=== Gloves ===
== Magic Equipment ==
{{MagicGlovesTable}}
Magic Equipment if helpful in increasing the damage done by your Magic Spells.
* Wands or Staves are required to use Spells while also increasing their Damage and [[Accuracy]].
* The Magic [[Armour]] ({{SlotIcon|head}}[[Helmet]], {{SlotIcon|chest}}[[Robes]], {{SlotIcon|legs}}[[Platelegs|Legs]], {{SlotIcon|feet}}[[Boots]] and {{SlotIcon|hands}}[[Gloves]] provide Magic Damage Bonuses and [[Damage Reduction]] (Or [[Abyssal Resistance]] in {{ItA}}[[Into the Abyss Expansion]]).
* Offhands consist of either a [[Book]] or [[Shields]] which provide either offensive or defensive bonuses.


=== Shields ===
{{MagicShieldsTable}}


=== Capes ===
* {{SlotIcon|weapon}}[[Weapons#Magic|Magic Weapons]]
{{MagicCapesTable}}
* {{SlotIcon|head}}[[Helmets#Magic|Magic Helmets]]
* {{SlotIcon|chest}}[[Platebodies#Magic|Magic Robes]]
* {{SlotIcon|legs}}[[Platelegs#Magic|Magic Leggings]]
* {{SlotIcon|feet}}[[Boots#Magic|Magic Boots]]
* {{SlotIcon|hands}}[[Gloves#Magic|Magic Gloves]]
* {{SlotIcon|shield}}[[Shields#Magic_Offhand|Magic Offhands]]
* {{SlotIcon|back}}[[Capes#Other_Capes|Combat Capes]]


{{Menu}}
{{Menu}}
[[Category:Skills]]
[[Category:Skills]]