Magic

From Melvor Idle
Revision as of 18:25, 12 May 2023 by Pksage (talk | contribs) (Replaced existing "Equipment" section with "Skill Level Unlocks" (left the final Equipment section intact), added a "Skill Bonuses" section, various small changes)
This page was last updated for (v1.1.2).
Magic

Magic is a

Error creating thumbnail: File missing
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

Error creating thumbnail: File missing
Melee

and penalties against monsters that use

Error creating thumbnail: File missing
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

Error creating thumbnail: File missing
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

Error creating thumbnail: File missing
Defence

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

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

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

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

Alt. Magic

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

Spells

Standard Magic

Curses

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

The Miolite Sceptre allows Curses to be cast while using the

Error creating thumbnail: File missing
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

Error creating thumbnail: File missing
Melee

combat style.

Ancient Magicks

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

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

Archaic Magicks

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

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

Skillcapes

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

Error creating thumbnail: File missing
Level 99

and

Error creating thumbnail: File missing
Level 120

, respectively. Reaching

Error creating thumbnail: File missing
Level 120

requires the Throne of the Herald Expansion.

Regular Skillcape

The Magic Skillcape is the skillcape for the Magic skill. It can be purchased for 1,000,000GP from the Shop once the player reaches

Error creating thumbnail: File missing
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

Error creating thumbnail: File missing
Level 120

in the Magic skill.

Error creating thumbnail: File missing
Level 120

can only be reached if the player owns the Throne of the Herald expansion. Likewise, the superior skillcape can only be purchased if the player owns this expansion. The superior skillcape offers the following benefits when worn:

Items that reduce Rune costs are now 4x as effective and +5% Magic Damage Bonus from Equipment

Pet

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

PetNameDLCEffect
Error creating thumbnail: File missing
SalemMelvor Logo.svg +5% Rune Preservation

Skill Bonuses

Rune Preservation

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

Error creating thumbnail: File missing
Alt. Magic

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

Error creating thumbnail: File missing
Combat

spells and 100% for

Error creating thumbnail: File missing
Alt. Magic

.

Rune Cost Reduction

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

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

Magic Equipment Stats

Weapons

Template:MagicWeaponsTable

Helmets

Template:MagicHelmetTable

Bodies

Template:MagicPlatebodyTable

Legs

Template:MagicPlatelegsTable

Boots

Template:MagicBootsTable

Gloves

Template:MagicGlovesTable

Shields

Template:MagicShieldsTable

Capes

Template:MagicCapesTable