Magic: Difference between revisions

From Melvor Idle
m (Made sure "Magic" was properly capitalised.)
m (→‎Rune Preservation: Alt Magic pres is capped at 80% as well)
 
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{{V0.15.4}}
{{UserContentVersion|1.2.2}}
{{HasSkillGuide|{{PAGENAME}}/Training}}
{{Skillbox
|released=5 December 2019 ([[V0.10]])
|expansion=Base game
|type=Combat
|99=None
|120=TotH
|abyssal60=ItA
}}


[[File:Magic (skill).svg|thumb|right|Magic]]
'''{{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.
Magic 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. 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. 0.4 Magic experience is earned per point of damage dealt to enemies while casting spells. This can be increased by 7% by equipping the [[Gold Emerald Ring]]. Raising Magic to level 99 will unlock the [[Magic Skillcape]] for purchase from the [[Shop]]. Equipping the [[Magic Skillcape]] allows the player to cast spells without using [[Air Rune|Air]], [[Water Rune|Water]], [[Earth Rune|Earth]], and [[Fire Rune|Fire]] runes.


== Staves ==
Players using Magic will gain [[Combat Triangle]] bonuses against monsters that use {{Icon|Melee}} and penalties against monsters that use {{Skill|Ranged}}.
Staves can be upgraded from elemental runes. When equipped, staves remove the need to use [[Air Rune|Air]], [[Water Rune|Water]], [[Earth Rune|Earth]], or [[Fire Rune|Fire]] runes, depending on the staff type. The [[Cloudburst Staff]] does not provide any runes.
{| class="wikitable sortable"
!Magic Level
!Staff Tier
|-
| 1
| Staff
|-
| 30
| Battlestaff
|-
| 40
| Mystic Staff
|-
| 85
| [[Cloudburst Staff]]
|}


== Wands ==
== Mechanics ==
{| class="wikitable sortable"
=== Active Spells and Runes ===
!Magic Level
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.
!Wand Tier
|-
| 1
| [[Magic Wand (Basic)| Basic]]
|-
| 30
| [[Magic Wand (Powerful)| Powerful]]
|-
| 60
| [[Magic Wand (Elite)| Elite]]
|}


== Robes ==
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.
{| class="wikitable sortable"
 
!Magic Level
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.
!Robe Tier
 
|-
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.
| 1
 
| Green
=== 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.
| 10
 
| Blue
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.
|-
 
| 30
In addition to affecting how experience is distributed, each Magic attack style has a special bonus:
| Red, Slayer (Strong)
 
|-
* '''Magic:''' +6 Hidden Magic Level, slightly improving the player's accuracy, damage, and Magic evasion
| 50
* '''Defence:''' +3 Hidden Magic Level and +3 Hidden Defence Level, slightly improving the player's accuracy, damage, and overall evasion
| Black
 
|-
== Alt. Magic ==
| 60
{{Main|Reference=Alternative Magic}}
| Slayer (Elite)
[[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.
|-
| 70
| Ancient
|-
| 85
| Glacia God
|}


== Spells ==
== Spells ==
{{MagicSpellsTable}}
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 ===
{{Main|Reference=Standard Magic}}
Standard Spells can be cast without any restrictions.
 
=== 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.
 
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.
 
=== 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.
 
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.
 
=== 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.
 
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.
 
=== 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.
 
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.
 
=== 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 ==
Increasing the {{PAGENAME}} skill provides access to new spells and allows the player to equip more powerful Magic weapons and armour. The player's accuracy and damage with most Magic spells also scale with Magic level.
{{SkillUnlocks|{{PAGENAME}}}}
 
== Skillcapes ==
{{SkillcapeInfo}}
 
== Pet ==
This skill's [[Pets|pet]] can be unlocked by performing any action that provides Magic XP, including Alt. Magic.
{{PetSkillInfo}}
 
== Skill Bonuses ==
=== Rune Preservation ===
{{Main|Reference=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 both {{Icon|Combat}} and {{Skill|Alt. Magic}}.
 
=== 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]].
 
The {{ItemIcon|Magic Skillcape}} will double any active Rune Cost Reduction while equipped, and the {{ItemIcon|Superior Magic Skillcape}} will quadruple it.
 
== Magic Equipment ==
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.
 
 
* {{SlotIcon|weapon}}[[Weapons#Magic|Magic Weapons]]
* {{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]]

Latest revision as of 05:46, 25 June 2024

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Magic
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Skill ID: melvorD:Magic
Release Date: 5 December 2019 (V0.10)
Game Version: Melvor Logo.svg Base game
Type: Combat
Expansions information
Level 99: Melvor Logo.svg Base game
Level 120: TotH.svg Throne of the Herald Expansion
Abyssal 60:
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Into the Abyss Expansion

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, 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 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 Spells can be cast without any restrictions.

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 TotH.svg 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 TotH.svg 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

TotH.svg 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.

Abyssal Spellbook

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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

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Into the Abyss Expansion Wand or Staff to use.

Skill Level Unlocks

Increasing the Magic skill provides access to new spells and allows the player to equip more powerful Magic weapons and armour. The player's accuracy and damage with most Magic spells also scale with Magic level.

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Level
Unlocks
1
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Wind Strike

Cast
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Just Learning

Wear (B) Air Acolyte Wizard Bottoms
Wear (B) Air Acolyte Wizard Hat
Wear (B) Air Acolyte Wizard Robes
Wear Air Acolyte Wizard BootsAir Acolyte Wizard BottomsAir Acolyte Wizard HatAir Acolyte Wizard Robes Air Acolyte Wizard Gear
Wear Green Wizard BootsGreen Wizard BottomsGreen Wizard HatGreen Wizard Robes Basic Green Wizard Gear
Wield Book of Eli
Wield Book of Occults
Wield Basic Staff
Wield Staff of AirStaff of EarthStaff of FireStaff of Water Basic Magic Staves
Wield Magic Wand (Basic)
3
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Water Strike
5 Cast
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Superheat I

Wear (B) Water Acolyte Wizard Bottoms
Wear (B) Water Acolyte Wizard Hat
Wear (B) Water Acolyte Wizard Robes
Wear Water Acolyte Wizard BootsWater Acolyte Wizard BottomsWater Acolyte Wizard HatWater Acolyte Wizard Robes Water Acolyte Wizard Gear
6
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Earth Strike
7 Cast Barrier Dust
9 Wear (B) Earth Acolyte Wizard Bottoms
Wear (B) Earth Acolyte Wizard Hat
Wear (B) Earth Acolyte Wizard Robes
Wear Earth Acolyte Wizard BootsEarth Acolyte Wizard BottomsEarth Acolyte Wizard HatEarth Acolyte Wizard Robes Earth Acolyte Wizard Gear
10
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Blinding I

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Fire Strike

Cast
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Item Alchemy I

Wear Blue Wizard BootsBlue Wizard BottomsBlue Wizard HatBlue Wizard Robes Basic Blue Wizard Gear
Wear Cult Robes
Build
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Cave Climb
in Obstacle 4 (requires
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10,
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10)
14
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Wind Bolt

Wear (B) Fire Acolyte Wizard Bottoms
Wear (B) Fire Acolyte Wizard Hat
Wear (B) Fire Acolyte Wizard Robes
Wear Fire Acolyte Wizard BootsFire Acolyte Wizard BottomsFire Acolyte Wizard HatFire Acolyte Wizard Robes Fire Acolyte Wizard Gear
15
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Soul Split I

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Surge I
16
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Water Bolt
18 Cast Bone Offering
19
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Earth Bolt
20
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Weakening I

Mask of Weakening
Build
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Cliff Balance
in Obstacle 5 (requires
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20,
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20)
23
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Fire Bolt
25
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Fury I

Cast
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Superheat II
28
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Wind Blast
30
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Anguish I

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Blinding II

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Water Blast

Magical Broomstick (requires
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30)
Wear Red Wizard BootsRed Wizard BottomsRed Wizard HatRed Wizard Robes Basic Red Wizard Gear
Wield Air BattlestaffEarth BattlestaffFire BattlestaffWater Battlestaff Battlestaves
Wield Crystal Battlestaff
Wield Magic Wand (Powerful)
Wear Slayer Wizard Hat (Strong)Slayer Wizard Robes (Strong) Magic Slayer Gear (Strong) (requires
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30)
33
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Earth Blast
35
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Fervor I

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Soul Split II

Cast
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Item Alchemy II

Wear (B) Air Adept Wizard Bottoms
Wear (B) Air Adept Wizard Hat
Wear (B) Air Adept Wizard Robes
Wear Air Adept Wizard BootsAir Adept Wizard BottomsAir Adept Wizard HatAir Adept Wizard Robes Air Adept Wizard Gear
Wield Mudball Staff
37
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Fire Blast
39 Wear (B) Water Adept Wizard Bottoms
Wear (B) Water Adept Wizard Hat
Wear (B) Water Adept Wizard Robes
Wear Water Adept Wizard BootsWater Adept Wizard BottomsWater Adept Wizard HatWater Adept Wizard Robes Water Adept Wizard Gear
40
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Crystallization

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Nature's Call
(requires Nature's Call Staff)
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Surge II

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Weakening II

Cast Holy Invocation I
Cast
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Unholy Offering

Wear Miolite BootsMiolite HelmetMiolite PlatebodyMiolite PlatelegsMiolite Shield Miolite Armour (requires
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40)
Wear Unholy Wizard Robes (m) (requires
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40)
Wield Familiar Staff
Wield Mystic Air StaffMystic Earth StaffMystic Fire StaffMystic Water Staff Mystic Magic Staves
Wield Mystic Pure Crystal Staff
Wield Nature's Call Staff
Wield Unholy Staff (m) (requires
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40)
Trade for Magic Hinder Scroll (requires
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10)
Build
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Tree Hop
in Obstacle 6 (requires
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40,
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40)
43
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Wind Wave

Wear (B) Earth Adept Wizard Bottoms
Wear (B) Earth Adept Wizard Hat
Wear (B) Earth Adept Wizard Robes
Wear Earth Adept Wizard BootsEarth Adept Wizard BottomsEarth Adept Wizard HatEarth Adept Wizard Robes Earth Adept Wizard Gear
45
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Charged I

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Confusion

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Water Wave

Wear Unholy Magic Gloves (m) (requires
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45)
Mask of Confusion
48
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Earth Wave

Cast
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Rags to Riches I

Wear (B) Fire Adept Wizard Bottoms
Wear (B) Fire Adept Wizard Hat
Wear (B) Fire Adept Wizard Robes
Wear Fire Adept Wizard BootsFire Adept Wizard BottomsFire Adept Wizard HatFire Adept Wizard Robes Fire Adept Wizard Gear
50
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Anguish II

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Blinding III

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Fury II

Blessed Shield
Wear Black Wizard BootsBlack Wizard BottomsBlack Wizard HatBlack Wizard Robes Basic Black Wizard Gear
Purchase Hunters Hat (requires
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80,
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50,
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50, 8
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Prats Hats
)
52
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Fire Wave
55
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Soul Split III
56 Cast Blessed Offering
57
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Wind Surge
60
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Fervor II

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Weakening III

Wield Magic Wand (Elite)
Wear Slayer Wizard Hat (Elite)Slayer Wizard Robes (Elite) Magic Slayer Gear (Elite) (requires
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60)
61
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Water Surge
64
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Earth Surge

Cast
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Superheat III
65
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Fatigue
(requires Cursed Arcana)
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Nature's Wrath
(requires Nature's Wrath Staff)
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Surge III
(requires Book of Eli)
Cast Cursed Offering
Cursed Arcana
Magic Flute
Trickery Mirror
Wear (B) Air Expert Wizard Bottoms
Wear (B) Air Expert Wizard Hat
Wear (B) Air Expert Wizard Robes
Wear Air Expert Wizard BootsAir Expert Wizard BottomsAir Expert Wizard HatAir Expert Wizard Robes Air Expert Wizard Gear
Wear Cursed Wizard Robes (m) (requires
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65)
Wield Cursed Staff (m) (requires
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65)
Wield Nature's Wrath Staff
68
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Fire Surge

Powered Red Crystal
69 Wear (B) Water Expert Wizard Bottoms
Wear (B) Water Expert Wizard Hat
Wear (B) Water Expert Wizard Robes
Wear Water Expert Wizard BootsWater Expert Wizard BottomsWater Expert Wizard HatWater Expert Wizard Robes Water Expert Wizard Gear
70
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Anguish III

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Charged II

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Slicing Winds
(requires 100
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clears)
Cast
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Rags to Riches II

Wear (B) Ancient Wizard Bottoms
Wear (B) Ancient Wizard Hat
Wear (B) Ancient Wizard Robes
Wear Ancient Wizard BootsAncient Wizard BottomsAncient Wizard HatAncient Wizard Robes Ancient Wizard Gear
Wield Air Imbued WandEarth Imbued WandFire Imbued WandWater Imbued Wand Imbued Magic Wands
Build
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Cave Maze
in Obstacle 9 (requires
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70,
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70)
Build
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Water Jump
in Obstacle 9 (requires
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70,
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70)
73 Wear (B) Earth Expert Wizard Bottoms
Wear (B) Earth Expert Wizard Hat
Wear (B) Earth Expert Wizard Robes
Wear Earth Expert Wizard BootsEarth Expert Wizard BottomsEarth Expert Wizard HatEarth Expert Wizard Robes Earth Expert Wizard Gear
74
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Icicle Volley
(requires 100
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clears)
75
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Fury III
(requires Book of Eli)
Magicburn Shield
Wield Lich Staff
Wield Rotten Staff
Wield Soul Taker Wand
76 Cast
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Item Alchemy III
78
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Crushing Waves
(requires Ancient Arcana)
Ancient Arcana
Wear (B) Fire Expert Wizard Bottoms
Wear (B) Fire Expert Wizard Hat
Wear (B) Fire Expert Wizard Robes
Wear Fire Expert Wizard BootsFire Expert Wizard BottomsFire Expert Wizard HatFire Expert Wizard Robes Fire Expert Wizard Gear
80
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Decay

Cast Holy Invocation II
Water Shield
Wear Slayer Wizard Hat (Master)Slayer Wizard Robes (Master) Magic Slayer Gear (Master) (requires
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80)
Wield Foresight Wand
82
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Ignite
(requires 100
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clears)
85
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Crystal Sanction

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Fervor III
(requires Book of Eli)
Wear Burning Madness Gloves
Wear Glacia God BootsGlacia God GlovesGlacia God HelmetGlacia God PlatebodyGlacia God Platelegs Glacia God Gear
Wear Glacia God Boots (B)
Wear Glacia God Boots (C)
Wear Glacia God Helmet (B)
Wear Glacia God Helmet (C)
Wear Glacia God Platebody (B)
Wear Glacia God Platebody (C)
Wear Glacia God Platelegs (B)
Wear Glacia God Platelegs (C)
Wear Underwater Helmet
Malevolent Ward Shield
Wield Cloudburst Staff
86
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Gust
(requires 100
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clears)
90
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Frostbite
(requires 100
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clears)
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Petrified
(requires Cursed Arcana)
Wield Water Pulse Staff
Wield Ocean Song
94
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Quake
(requires 100
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clears)
95
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Charged III
(requires Book of Eli)
Cast
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Superheat IV

Build
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Lava Waterfall Dodge
in Obstacle 10 (requires
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95,
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95,
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90,
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80)
96
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Whirlpool
(requires Ancient Arcana)
98
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Incinerate
(requires 100
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clears)
99 Wear Magic Skillcape
Wear Maximum Skillcape (requires level 99 in all skills)
Wear Shield of Magic Power
100
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Poison Pods
(requires
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cleared)
Cast Nullification
Wear Slayer Wizard Hat (Legendary)Slayer Wizard Robes (Legendary) Magic Slayer Gear (Legendary) (requires
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100,
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cleared)
Wear Infernal Master Wizard BootsInfernal Master Wizard BottomsInfernal Master Wizard HatInfernal Master Wizard Robes Infernal Master Wizard Gear (requires
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cleared)
Wear Lightning Master Wizard BootsLightning Master Wizard BottomsLightning Master Wizard HatLightning Master Wizard Robes Lightning Master Wizard Gear (requires
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cleared)
Wear Poison Master Wizard BootsPoison Master Wizard BottomsPoison Master Wizard HatPoison Master Wizard Robes Poison Master Wizard Gear (requires
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cleared)
Wield Poison Staff (requires
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cleared)
102
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Fury IV
(requires Book of the Ancients)
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Giant Fireball
(requires
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cleared)
Cast Transmutation
Wield Infernal Staff (requires
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cleared)
104
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Thunder Strike
(requires
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cleared)
105
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Fervor IV
(requires Book of the Ancients)
Madness (requires 25
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clears)
Cast Purification
Wear Infernal Legendary Wizard BootsInfernal Legendary Wizard BottomsInfernal Legendary Wizard HatInfernal Legendary Wizard Robes Infernal Legendary Wizard Gear (requires
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cleared)
Wear Lightning Legendary Wizard BootsLightning Legendary Wizard BottomsLightning Legendary Wizard HatLightning Legendary Wizard Robes Lightning Legendary Wizard Gear (requires
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cleared)
Wear Poison Legendary Wizard BootsPoison Legendary Wizard BottomsPoison Legendary Wizard HatPoison Legendary Wizard Robes Poison Legendary Wizard Gear (requires
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cleared)
Wield Lightning Staff (requires
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cleared)
Wield Despair Wand (requires
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cleared)
Build
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Boulder Balance
in Obstacle 12 (requires
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105,
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105)
106
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Meteor Shower
(requires Meteorite Staff)
Wield Meteorite Staff (requires
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cleared)
108
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Tsunami
(requires 100 Twin Sea Dragon Serpent kills)
Cast Fragmentation
110
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Charged IV
(requires Book of the Ancients)
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Natures Bloom
(requires 100
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clears)
Torment (requires 50
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clears)
Cast
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Superheat V

Wear Frost Walker Boots (requires
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cleared)
Wear Frostspark Boots (requires
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110,
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cleared)
Wear Lightning Aura Helmet (requires
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cleared)
Wear Slayer Wizard Hat (Mythical)Slayer Wizard Robes (Mythical) Magic Slayer Gear (Mythical) (requires
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110,
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cleared)
Wear Infernal Mythical Wizard BootsInfernal Mythical Wizard BottomsInfernal Mythical Wizard HatInfernal Mythical Wizard Robes Infernal Mythical Wizard Gear (requires
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cleared)
Wear Lightning Mythical Wizard BootsLightning Mythical Wizard BottomsLightning Mythical Wizard HatLightning Mythical Wizard Robes Lightning Mythical Wizard Gear (requires
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cleared)
Wear Poison Mythical Wizard BootsPoison Mythical Wizard BottomsPoison Mythical Wizard HatPoison Mythical Wizard Robes Poison Mythical Wizard Gear (requires
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cleared)
Wield Book of the Ancients (requires
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cleared)
Wield Burning Embers Book (requires
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cleared)
Wield Lightning Coil 2H Staff (requires
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cleared)
Wield Archaic Wand (requires
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cleared)
Wield Torrential Blast Crossbow (requires
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110,
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cleared)
Wield FrostSpark 1H Sword (requires
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110,
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cleared)
Wield Lightning Strike 1H Sword (requires
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110,
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cleared)
Wield Spectral Ice Sword (requires
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110,
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cleared)
Build
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Freezing Climb
in Obstacle 14 (requires
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110,
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110)
112
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Infernal Power
(requires 100
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clears)
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Surge IV
(requires Book of the Ancients)
Cast Holy Invocation III
Wear Mask of Despair (requires
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cleared)
Wear Voodoo Trinket (requires
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112,
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112,
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cleared)
114 Cast Embellish
115 Despair (requires 100
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clears)
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Soulash
(requires Ethereal Staff)
Wield Ethereal Staff (requires
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cleared)
Wield Calamity Wand (requires
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cleared)
116 Cast Rags to Riches III
118
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Dragon Storm Call
(requires 100
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clears)
Cast
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Item Alchemy IV
120
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Slicing Maelstrom
(requires Slicing Maelstrom Wand)
Wear Superior Magic Skillcape
Wear Superior Max Skillcape (requires level 120 in all skills)
Wear Vorloran Devastator BootsVorloran Devastator GauntletsVorloran Devastator HelmetVorloran Devastator PlatebodyVorloran Devastator Platelegs Vorloran Devastator Armour (requires
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cleared)
Wield Slicing Maelstrom Wand (requires
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cleared)

Skillcapes

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 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

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 both

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Combat

and

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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

Magic Equipment if helpful in increasing the damage done by your Magic Spells.