Magic: Difference between revisions
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== Spells == | == Spells == | ||
=== Standard Magic === | === Standard Magic === | ||
{{ | {{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. | ||
=== Auroras === | === Auroras === | ||
{{Main|Reference=Aurora}} | |||
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. | ||
=== 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. | ||
=== 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. | ||
== Skill Level Unlocks == | == Skill Level Unlocks == | ||
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{{RuneProvidingItems}} | {{RuneProvidingItems}} | ||
== Magic Equipment | == Magic Equipment == | ||
* [[Weapons#Magic|Magic Weapons]] | |||
* [[Helmets#Magic|Magic Helmets]] | |||
* [[Platebodies#Magic|Magic Robes]] | |||
* [[Platelegs#Magic|Magic Leggings]] | |||
* [[Boots#Magic|Magic Boots]] | |||
* [[Gloves#Magic|Magic Gloves]] | |||
* [[Shields#Magic_Offhand|Magic Offhands]] | |||
* [[Capes#Other_Capes|Combat Capes]] | |||
{{Menu}} | {{Menu}} | ||
[[Category:Skills]] | [[Category:Skills]] |
Revision as of 20:55, 24 June 2024
Magic | |
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Skill ID: melvorD:Magic | |
Release Date: | 5 December 2019 (V0.10) |
Game Version: | Base game |
Type: | Combat |
Expansions information | |
Level 99: | Base game |
Level 120: | Throne of the Herald Expansion |
Abyssal 60: | Error creating thumbnail: File missing Into the Abyss Expansion
|
Magic is a 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 Melee and penalties against monsters that use 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 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 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
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 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 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.
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.
Skillcapes
Regular Skillcape
The Magic Skillcape is the skillcape for the Magic skill. It can be purchased for 1,000,000 from the Shop once the player reaches 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 10,000,000 from the Shop once the player reaches Level 120 in the Magic skill. 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.
Pet | Name | DLC | Effect |
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Salem | +5% Rune Preservation |
Skill Bonuses
Rune Preservation
Rune Preservation provides a chance to consume no runes when casting any spell. Alt. Magic benefits from both overall Rune Preservation and its own preservation bonuses. Rune Preservation is capped at 80% for Combat spells and 100% for Alt. Magic.
Source | Type | DLC | Rune Preservation | Other Modifiers |
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Skull Cape | Item (Cape) | +20% Rune Preservation | ||
Sloth Obelisk | Agility Pillar | Error creating thumbnail: File missing | +15% Rune Preservation | -15% Summoning Familiar Attack Interval +5% Chance to Double Items Globally +50 Bank Space +15% Ammo Preservation +15% Global AP (except Item Sales) +15% Chance to preserve Summoning Charges |
Wizard's Scroll II | Item (Consumable) | +15% Rune Preservation | ||
Cave Maze | Agility Obstacle 9 | +10% Rune Preservation | +10% Chance To Preserve Prayer Points +10% Ammo Preservation -1 Prayer Point Cost for Prayers | |
Lava Waterfall Dodge | Agility Obstacle 10 | +10% Rune Preservation | +10% Chance To Preserve Prayer Points +5% Ammo Preservation +10% Chance to Preserve Resources in Skills | |
Superior Cape of Completion | Item (Cape) | +10% Rune Preservation | +8 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +15 Flat HP Regen +5% of Maximum Hit added to Minimum Hit -75% Prayer Point Cost for Prayers -20% Township Building Cost (Capped at -80%) -30% Melvor Realm Agility Obstacle Build Costs +5% Melee Strength Bonus from Equipment +2 base quantity when gaining Stardust from Astrology +2 base quantity when gaining Golden Stardust from Astrology +1 base quantity when gaining Bird Nest from Woodcutting +20% chance to avoid the stun interval and damage in Thieving when failing a pickpocket attempt for {realmName} only +4% Global Perfect Cook chance +2 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to successfully Cook an item +5% Ranged Strength Bonus from Equipment +10% Global Slayer Coins (except Item Sales) +150% GP gained from Thieving +20% GP gained from Agility +100% Chance to gain +1 additional resource in Fishing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fletching (Cannot be doubled) +15% Chance to gain +1 additional resource in Crafting (Cannot be doubled) +100% Chance to gain +1 additional resource in Herblore (Cannot be doubled) +50% chance to gain +1 additional resource in Smithing for Bars nodes (Cannot be doubled) +270 Stealth while Thieving +100% chance to gain Charcoal in Firemaking +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +10% Summoning Max Hit Rune providing items provide 4x as many runes +40% base primary resource quantity gained in Farming +5% Lifesteal +5% Magic Damage Bonus from Equipment +1% chance to gain 1 Lost Chest from Fishing for Melvor Realm only (Cannot be doubled) +75% Ammo Preservation -75% Coal Costs for Smithing +20% Chance to Double Items in Farming +25% Chance to Double Items in Runecrafting -0.8s Thieving Interval -0.8s Crafting Interval +1 base primary resource quantity gained in Fletching for Gem-Tipped Bolts nodes +10 base primary resource quantity gained in Summoning for Melvor Realm only +15% Chance to preserve Summoning Charges +35% Flat Slayer Area Effect Negation +5% Chance To Preserve Prayer Points Bypass All Slayer Area item requirements +25% Chance to Preserve Resources in Summoning +5% Chance To Preserve Potion Charge -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval +5% Reflect Damage -20% Agility Pillar build costs +5% Chance to Preserve Food when eaten +5% Chance to find gem veins when Mining +8% Global Skill XP +8% Damage To Slayer Tasks x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore | |
Superior Max Skillcape | Item (Cape) | +10% Rune Preservation | +8 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +15 Flat HP Regen +5% of Maximum Hit added to Minimum Hit -75% Prayer Point Cost for Prayers -20% Township Building Cost (Capped at -80%) -30% Melvor Realm Agility Obstacle Build Costs +5% Melee Strength Bonus from Equipment +2 base quantity when gaining Stardust from Astrology +2 base quantity when gaining Golden Stardust from Astrology +1 base quantity when gaining Bird Nest from Woodcutting +20% chance to avoid the stun interval and damage in Thieving when failing a pickpocket attempt for {realmName} only +4% Global Perfect Cook chance +2 Coal Ore per Ore Mined. (Item doubling does not apply) +100% chance to successfully Cook an item +5% Ranged Strength Bonus from Equipment +10% Global Slayer Coins (except Item Sales) +150% GP gained from Thieving +20% GP gained from Agility +100% Chance to gain +1 additional resource in Fishing (Cannot be doubled) +100% Chance to gain +1 additional resource in Fletching (Cannot be doubled) +15% Chance to gain +1 additional resource in Crafting (Cannot be doubled) +100% Chance to gain +1 additional resource in Herblore (Cannot be doubled) +50% chance to gain +1 additional resource in Smithing for Bars nodes (Cannot be doubled) +270 Stealth while Thieving +100% chance to gain Charcoal in Firemaking +100% chance to gain Coal Ore in Firemaking +100% chance to gain Ash in Firemaking +10% Summoning Max Hit Rune providing items provide 4x as many runes +40% base primary resource quantity gained in Farming +5% Lifesteal +5% Magic Damage Bonus from Equipment +1% chance to gain 1 Lost Chest from Fishing for Melvor Realm only (Cannot be doubled) +75% Ammo Preservation -75% Coal Costs for Smithing +20% Chance to Double Items in Farming +25% Chance to Double Items in Runecrafting -0.8s Thieving Interval -0.8s Crafting Interval +1 base primary resource quantity gained in Fletching for Gem-Tipped Bolts nodes +10 base primary resource quantity gained in Summoning for Melvor Realm only +15% Chance to preserve Summoning Charges +35% Flat Slayer Area Effect Negation +5% Chance To Preserve Prayer Points Bypass All Slayer Area item requirements +25% Chance to Preserve Resources in Summoning +5% Chance To Preserve Potion Charge -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval +5% Reflect Damage -20% Agility Pillar build costs +5% Chance to Preserve Food when eaten +5% Chance to find gem veins when Mining +8% Global Skill XP +8% Damage To Slayer Tasks x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore | |
Superior Runecrafting Skillcape | Item (Cape) | +10% Rune Preservation | +8 additional quantity of Runes gained in Runecrafting (Cannot be doubled) +25% Chance to Double Items in Runecrafting | |
Wizard's Scroll | Item (Consumable) | +10% Rune Preservation | ||
The Academia Arcanum | Point of Interest | +6% Rune Preservation | +5% Magic Max Hit +10% Magic Evasion +10% Magic Accuracy Rating | |
Tier 3 - 3 | Agility Obstacle 3 | Error creating thumbnail: File missing | +5% Rune Preservation | +3% chance to gain +1 base primary resource quantity in Runecrafting for Abyssal Runes +5% Ammo Preservation +3 additional quantity of primary resource gained in Fletching for Abyssal Arrows nodes (Cannot be doubled) |
Cave Climb | Agility Obstacle 4 | +5% Rune Preservation | -40 Maximum Hitpoints +5% Ammo Preservation +5% Melee Max Hit | |
Tier 5 - 2 | Agility Obstacle 5 | Error creating thumbnail: File missing | +5% Rune Preservation | +4% chance to gain +1 base primary resource quantity in Runecrafting for Abyssal Runes +25% chance to gain +8 additional resource in Runecrafting for Abyssal Combo Runes (Cannot be doubled) |
Tree Hop | Agility Obstacle 6 | +5% Rune Preservation | +5% Chance to Preserve Resources in Skills +5% Ammo Preservation | |
Salem | Pet | +5% Rune Preservation | ||
Error creating thumbnail: File missing Magic Enhancement (Superior) | Item (Enhancement1, Enhancement2, Enhancement3) | +4% Rune Preservation | +6% Magic Max Hit +2% Chance to Preserve Resources in Skills | |
Error creating thumbnail: File missing Magic Enhancement 1 (Augmented) | Item (Enhancement1) | +4% Rune Preservation | ||
Harold | Pet | +3% Rune Preservation | +5% Accuracy Rating +5% Global Evasion +3% Chance to preserve Summoning Charges -0.1s Attack Interval +3% Chance To Preserve Potion Charge +5% Global GP (except Item Sales) +5% Global Slayer Coins (except Item Sales) +5% Global Mastery XP +50% Mastery Pool XP Cap -0.2s Monster Respawn Timer -2% Interval for all Non-Combat Skills +3% Ammo Preservation +2% of Maximum Hit added to Minimum Hit +2% Chance to Double Items Globally | |
Error creating thumbnail: File missing Magic Enhancement 1 | Item (Enhancement1) | +2% Rune Preservation | ||
Jelly Jim | Pet | +2% Rune Preservation | ||
Tree Climb | Agility Obstacle 5 | -10% Rune Preservation | +3% Global Mastery XP +4% Global Skill XP -10% Ammo Preservation -10% Chance to Preserve Resources in Skills | |
Frozen Maze | Agility Obstacle 11 | -20% Rune Preservation | +1% Damage Reduction -3 Prayer Point Cost for Prayers -20% Ammo Preservation -0.1s Monster Respawn Timer | |
Freezing Trap | Agility Obstacle 7 | -30% Rune Preservation | -30% Ammo Preservation -16% Ranged Accuracy Rating -16% Magic Accuracy Rating -16% Melee Accuracy Rating |
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.
Item | Runes Provided | |
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Air Battlestaff | 5 Air Rune | |
Water Battlestaff | 5 Water Rune | |
Earth Battlestaff | 5 Earth Rune | |
Fire Battlestaff | 5 Fire Rune | |
Mystic Air Staff | 7 Air Rune | |
Book of Eli | 1 Light Rune | |
Staff of Air | 3 Air Rune | |
Staff of Water | 3 Water Rune | |
Staff of Earth | 3 Earth Rune | |
Staff of Fire | 3 Fire Rune | |
Mystic Water Staff | 7 Water Rune | |
Mystic Earth Staff | 7 Earth Rune | |
Mystic Fire Staff | 7 Fire Rune | |
Cloudburst Staff | 7 Water Rune | |
Air Imbued Wand | 3 Air Rune | |
Water Imbued Wand | 3 Water Rune | |
Earth Imbued Wand | 3 Earth Rune | |
Fire Imbued Wand | 3 Fire Rune | |
Book of Occults | 1 Body Rune | |
Ocean Song | 4 Water Rune | |
Nature's Call Staff | 1 Nature Rune | |
Nature's Wrath Staff | 1 Nature Rune | |
Spirit Bag | 2 Spirit Rune | |
Poison Staff | 8 Poison Rune | |
Infernal Staff | 8 Infernal Rune | |
Lightning Staff | 8 Lightning Rune | |
Despair Wand | 5 Despair Rune | |
Archaic Wand | 5 Archaic Rune | |
Calamity Wand | 5 Calamity Rune | |
Burning Embers Book | 4 Fire Rune | |
Book of the Ancients | 2 Light Rune 2 Body Rune 2 Fire Rune | |
Meteorite Spellcaster Ring | 6 Infernal Rune | |
Elemental Scroll | 2 Air Rune 2 Water Rune 2 Earth Rune 2 Fire Rune | |
Water Sceptre | 3 Water Rune | |
Mystic Pure Crystal Staff | 7 Air Rune | |
Water Pulse Staff | 7 Water Rune | |
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Magic Equipment
- Magic Weapons
- Magic Helmets
- Magic Robes
- Magic Leggings
- Magic Boots
- Magic Gloves
- Magic Offhands
- Combat Capes
Melvor Idle version v1.3 (Released: 13th June 2024) | ||||||||||||||||||||
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Other:
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Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Strongholds, The Abyss, Monsters |