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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
- Main article: Alternative 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
- Main article: Standard Magic
Standard Spells can be cast without any restrictions.
Curses
- Main article: 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
- Main article: 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
- Main article: 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
- Main article: 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.
Abyssal Spellbook
- Main article: 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.
1
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Wind Strike Cast Just Learning Wear (B) Air Acolyte Wizard Bottoms Wear (B) Air Acolyte Wizard Hat Wear (B) Air Acolyte Wizard Robes Wear Air Acolyte Wizard Gear Wear Basic Green Wizard Gear Wield Book of Eli Wield Book of Occults Wield Basic Staff Wield Basic Magic Staves Wield Magic Wand (Basic)
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3
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Water Strike
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5
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Cast Superheat I Wear (B) Water Acolyte Wizard Bottoms Wear (B) Water Acolyte Wizard Hat Wear (B) Water Acolyte Wizard Robes Wear Water Acolyte Wizard Gear
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6
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Earth Strike
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7
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Cast Barrier Dust
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9
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Wear (B) Earth Acolyte Wizard Bottoms Wear (B) Earth Acolyte Wizard Hat Wear (B) Earth Acolyte Wizard Robes Wear Earth Acolyte Wizard Gear
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10
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Blinding I Fire Strike Cast Item Alchemy I Wear Basic Blue Wizard Gear Wear Cult Robes Build Cave Climb in Obstacle 4 (requires 10, 10)
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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 Gear
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15
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Soul Split I Surge I
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16
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Water Bolt
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18
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Cast Bone Offering
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19
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Earth Bolt
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20
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Weakening I Mask of Weakening Build Cliff Balance in Obstacle 5 (requires 20, 20)
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23
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Fire Bolt
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25
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Fury I Cast Superheat II
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28
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Wind Blast
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30
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Anguish I Blinding II Water Blast Magical Broomstick (requires 30) Wear Basic Red Wizard Gear Wield Battlestaves Wield Crystal Battlestaff Wield Magic Wand (Powerful) Wear Magic Slayer Gear (Strong) (requires 30)
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33
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Earth Blast
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35
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Fervor I Soul Split II Cast 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 Gear Wield Mudball Staff
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37
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Fire Blast
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39
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Wear (B) Water Adept Wizard Bottoms Wear (B) Water Adept Wizard Hat Wear (B) Water Adept Wizard Robes Wear Water Adept Wizard Gear
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40
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Crystallization Nature's Call (requires Nature's Call Staff) Surge II Weakening II Cast Holy Invocation I Cast Unholy Offering Wear Miolite Armour (requires 40) Wear Unholy Wizard Robes (m) (requires 40) Wield Familiar Staff Wield Mystic Magic Staves Wield Mystic Pure Crystal Staff Wield Nature's Call Staff Wield Unholy Staff (m) (requires 40) Trade for Magic Hinder Scroll (requires 10) Build Tree Hop in Obstacle 6 (requires 40, 40)
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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 Gear
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45
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Charged I Confusion Water Wave Wear Unholy Magic Gloves (m) (requires 45) Mask of Confusion
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48
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Earth Wave Cast 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 Gear
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50
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Anguish II Blinding III Fury II Blessed Shield Wear Basic Black Wizard Gear Purchase Hunters Hat (requires 80, 50, 50, 8 Prats Hats)
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52
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Fire Wave
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55
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Soul Split III
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56
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Cast Blessed Offering
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57
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Wind Surge
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60
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Fervor II Weakening III Wield Magic Wand (Elite) Wear Magic Slayer Gear (Elite) (requires 60)
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61
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Water Surge
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64
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Earth Surge Cast Superheat III
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65
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Fatigue (requires Cursed Arcana) Nature's Wrath (requires Nature's Wrath Staff) 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 Gear Wear Cursed Wizard Robes (m) (requires 65) Wield Cursed Staff (m) (requires 65) Wield Nature's Wrath Staff
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68
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Fire Surge Powered Red Crystal
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69
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Wear (B) Water Expert Wizard Bottoms Wear (B) Water Expert Wizard Hat Wear (B) Water Expert Wizard Robes Wear Water Expert Wizard Gear
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70
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Anguish III Charged II Slicing Winds (requires 100 clears) Cast Rags to Riches II Wear (B) Ancient Wizard Bottoms Wear (B) Ancient Wizard Hat Wear (B) Ancient Wizard Robes Wear Ancient Wizard Gear Wield Imbued Magic Wands Build Cave Maze in Obstacle 9 (requires 70, 70) Build Water Jump in Obstacle 9 (requires 70, 70)
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73
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Wear (B) Earth Expert Wizard Bottoms Wear (B) Earth Expert Wizard Hat Wear (B) Earth Expert Wizard Robes Wear Earth Expert Wizard Gear
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74
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Icicle Volley (requires 100 clears)
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75
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Fury III (requires Book of Eli) Magicburn Shield Wield Lich Staff Wield Rotten Staff Wield Soul Taker Wand
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76
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Cast Item Alchemy III
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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 Gear
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80
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Decay Cast Holy Invocation II Water Shield Wear Magic Slayer Gear (Master) (requires 80) Wield Foresight Wand
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82
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Ignite (requires 100 clears)
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85
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Crystal Sanction Fervor III (requires Book of Eli) Wear Burning Madness Gloves Wear 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
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86
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Gust (requires 100 clears)
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90
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Frostbite (requires 100 clears) Petrified (requires Cursed Arcana) Wield Water Pulse Staff Wield Ocean Song
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94
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Quake (requires 100 clears)
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95
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Charged III (requires Book of Eli) Cast Superheat IV Build Lava Waterfall Dodge in Obstacle 10 (requires 95, 95, 90, 80)
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96
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Whirlpool (requires Ancient Arcana)
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98
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Incinerate (requires 100 clears)
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99
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Wear Magic Skillcape Wear Maximum Skillcape (requires level 99 in all skills) Wear Shield of Magic Power
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100
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Poison Pods (requires cleared) Cast Nullification Wear Magic Slayer Gear (Legendary) (requires 100, cleared) Wear Infernal Master Wizard Gear (requires cleared) Wear Lightning Master Wizard Gear (requires cleared) Wear Poison Master Wizard Gear (requires cleared) Wield Poison Staff (requires cleared)
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102
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Fury IV (requires Book of the Ancients) Giant Fireball (requires cleared) Cast Transmutation Wield Infernal Staff (requires cleared)
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104
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Thunder Strike (requires cleared)
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105
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Fervor IV (requires Book of the Ancients) Madness (requires 25 clears) Cast Purification Wear Infernal Legendary Wizard Gear (requires cleared) Wear Lightning Legendary Wizard Gear (requires cleared) Wear Poison Legendary Wizard Gear (requires cleared) Wield Lightning Staff (requires cleared) Wield Despair Wand (requires cleared) Build Boulder Balance in Obstacle 12 (requires 105, 105)
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106
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Meteor Shower (requires Meteorite Staff) Wield Meteorite Staff (requires cleared)
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108
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Tsunami (requires 100 Twin Sea Dragon Serpent kills) Cast Fragmentation
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110
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Charged IV (requires Book of the Ancients) Natures Bloom (requires 100 clears) Torment (requires 50 clears) Cast Superheat V Wear Frost Walker Boots (requires cleared) Wear Frostspark Boots (requires 110, cleared) Wear Lightning Aura Helmet (requires cleared) Wear Magic Slayer Gear (Mythical) (requires 110, cleared) Wear Infernal Mythical Wizard Gear (requires cleared) Wear Lightning Mythical Wizard Gear (requires cleared) Wear Poison Mythical Wizard Gear (requires cleared) Wield Book of the Ancients (requires cleared) Wield Burning Embers Book (requires cleared) Wield Lightning Coil 2H Staff (requires cleared) Wield Archaic Wand (requires cleared) Wield Torrential Blast Crossbow (requires 110, cleared) Wield FrostSpark 1H Sword (requires 110, cleared) Wield Lightning Strike 1H Sword (requires 110, cleared) Wield Spectral Ice Sword (requires 110, cleared) Build Freezing Climb in Obstacle 14 (requires 110, 110)
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112
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Infernal Power (requires 100 clears) Surge IV (requires Book of the Ancients) Cast Holy Invocation III Wear Mask of Despair (requires cleared) Wear Voodoo Trinket (requires 112, 112, cleared)
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114
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Cast Embellish
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115
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Despair (requires 100 clears) Soulash (requires Ethereal Staff) Wield Ethereal Staff (requires cleared) Wield Calamity Wand (requires cleared)
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116
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Cast Rags to Riches III
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118
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Dragon Storm Call (requires 100 clears) Cast Item Alchemy IV
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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 Armour (requires cleared) Wield Slicing Maelstrom Wand (requires cleared)
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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
- Main article: 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.
Rune Cost Reduction
- Main article: 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