Magic: Difference between revisions
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{{ | {{V|1.2.2}} | ||
{{Otheruses|the {{PAGENAME}} skill|training the skill|{{PAGENAME}}/Training}} | |||
[[File:Magic (skill).svg|thumb|150px|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. | |||
[[ | Players using Magic will gain [[Combat Triangle]] bonuses against monsters that use {{Icon|Melee}} and penalties against monsters that use {{Skill|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 [[Dungeons|Dungeon]] a certain number of times. | |||
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. | |||
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 [[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. | |||
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 [[Combat_Debuff#Poison|Poison]] or [[Combat_Debuff#Burn|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|Reference=Alternative Magic}} | |||
[[Alternative Magic]] (Alt. Magic) is a non-combat skill that can be used to train Magic with various transmutation spells. It uses the same Magic skill as combat, and all Magic XP is shared. | |||
== Spells == | == Spells == | ||
=== Standard Magic === | |||
{{MagicSpellbookTable|Standard}} | |||
=== 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. | |||
{{MagicSpellbookTable|Curse}} | |||
=== 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. | ||
| style | {{MagicSpellbookTable|Aurora}} | ||
=== 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. | |||
| | {{MagicSpellbookTable|Ancient}} | ||
| | |||
=== 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. | |||
{{MagicSpellbookTable|Archaic}} | |||
== 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 == | |||
The standard and superior [[Skillcapes|skillcapes]] for this skill can be purchased from the store for {{GP|1000000}} and {{GP|10000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}} and {{SkillReq|{{PAGENAME}}|120}}, respectively. Reaching {{SkillReq|{{PAGENAME}}|120}} requires the {{Icon|Throne of the Herald Expansion}}. | |||
{{SkillcapeInfo}} | |||
== 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 === | |||
Rune Preservation provides a chance to consume no runes when casting any spell. {{Skill|Alt. Magic}} benefits from both overall Rune Preservation and its own [[Alternative Magic#Rune Preservation|preservation bonuses]]. Rune Preservation is capped at 80% for {{Icon|Combat}} spells and 100% for {{Skill|Alt. Magic}}. | |||
{{ModifierTable|RunePreservation|Rune Preservation|true}} | |||
=== 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. | |||
| | {{RuneProvidingItems}} | ||
| | |||
== Magic Equipment Stats == | |||
=== Weapons === | |||
{{MagicWeaponsTable}} | |||
=== Helmets === | |||
{{MagicHelmetTable}} | |||
=== Bodies === | |||
{{MagicPlatebodyTable}} | |||
=== Legs === | |||
{{MagicPlatelegsTable}} | |||
=== Boots === | |||
{{MagicBootsTable}} | |||
| | |||
| | === Gloves === | ||
{{MagicGlovesTable}} | |||
=== Shields === | |||
{{MagicShieldsTable}} | |||
=== Capes === | |||
{{MagicCapesTable}} | |||
| | |||
| | |||
| | |||
{{Menu}} | {{Menu}} | ||
[[Category:Skills]] | [[Category:Skills]] |
Latest revision as of 00:34, 18 January 2024
This page is up to date (v1.2.2). |
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 (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
Spell | Requirements | Spell Dmg | Description | Runes | |
---|---|---|---|---|---|
Wind Strike | 20 | Combat spell with a max hit of 20 | 2 ![]() ![]() | ||
Water Strike | 45 | Combat spell with a max hit of 45 | 1 ![]() ![]() ![]() OR 1 ![]() ![]() | ||
Earth Strike | 70 | Combat spell with a max hit of 70 | 1 ![]() ![]() ![]() OR 1 ![]() ![]() | ||
Fire Strike | 95 | Combat spell with a max hit of 95 | 1 ![]() ![]() ![]() OR 1 ![]() ![]() | ||
Wind Bolt | 90 | Combat spell with a max hit of 90 | 4 ![]() ![]() | ||
Water Bolt | 105 | Combat spell with a max hit of 105 | 2 ![]() ![]() ![]() OR 2 ![]() ![]() | ||
Earth Bolt | 120 | Combat spell with a max hit of 120 | 2 ![]() ![]() ![]() OR 2 ![]() ![]() | ||
Fire Bolt | 135 | Combat spell with a max hit of 135 | 3 ![]() ![]() ![]() OR 3 ![]() ![]() | ||
Wind Blast | 130 | Combat spell with a max hit of 130 | 6 ![]() ![]() | ||
Water Blast | 145 | Combat spell with a max hit of 145 | 3 ![]() ![]() ![]() OR 3 ![]() ![]() | ||
Earth Blast | 160 | Combat spell with a max hit of 160 | 3 ![]() ![]() ![]() OR 3 ![]() ![]() | ||
Fire Blast | 175 | Combat spell with a max hit of 175 | 4 ![]() ![]() ![]() OR 4 ![]() ![]() | ||
Nature's Call | ![]() |
210 | Cast a spell that does 100% of your normal damage. On a hit has a 15% chance to apply one of the following: applies stun for 1 turn; or gives the enemy +15% Attack Interval for 2 of the enemy's turns. | 2 ![]() ![]() ![]() ![]() ![]() OR 2 ![]() ![]() ![]() | |
Wind Wave | 170 | Combat spell with a max hit of 170 | 10 ![]() ![]() | ||
Water Wave | 185 | Combat spell with a max hit of 185 | 5 ![]() ![]() ![]() OR 5 ![]() ![]() | ||
Earth Wave | 200 | Combat spell with a max hit of 200 | 5 ![]() ![]() ![]() OR 5 ![]() ![]() | ||
Fire Wave | 215 | Combat spell with a max hit of 215 | 5 ![]() ![]() ![]() OR 5 ![]() ![]() | ||
Wind Surge | 210 | Combat spell with a max hit of 210 | 10 ![]() ![]() | ||
Water Surge | 225 | Combat spell with a max hit of 225 | 7 ![]() ![]() ![]() OR 7 ![]() ![]() | ||
Earth Surge | 240 | Combat spell with a max hit of 240 | 7 ![]() ![]() ![]() OR 7 ![]() ![]() | ||
Nature's Wrath | ![]() |
320 | Cast a spell that does 100% of your normal damage. On a hit has a 25% chance to apply one of the following: applies freeze for 1 turn; inflicts Burn that deals 15% of the enemy's current hitpoints as damage over 2.5s; gives the enemy Frostburn for 2 of the enemy's turns; or applies sleep for 1 turn. | 4 ![]() ![]() ![]() ![]() ![]() OR 4 ![]() ![]() ![]() | |
Fire Surge | 255 | Combat spell with a max hit of 255 | 7 ![]() ![]() ![]() OR 7 ![]() ![]() |
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.
Spell | Requirements | Description | Runes | |
---|---|---|---|---|
Blinding I | Enemies are inflicted with: -5% Global Accuracy |
2 ![]() ![]() | ||
Soul Split I | Enemies are inflicted with: -5% Magic Evasion |
1 ![]() ![]() ![]() | ||
Weakening I | Enemies are inflicted with: -5% Maximum Hit |
3 ![]() ![]() | ||
Anguish I | Enemies are inflicted with: +5% more Damage taken |
2 ![]() ![]() | ||
Blinding II | Enemies are inflicted with: -10% Global Accuracy |
3 ![]() ![]() | ||
Soul Split II | Enemies are inflicted with: -10% Magic Evasion |
2 ![]() ![]() ![]() | ||
Weakening II | Enemies are inflicted with: -10% Maximum Hit |
3 ![]() ![]() | ||
Confusion | Enemies are inflicted with: +3% of remaining Hitpoints taken as damage on a successful attack (once per turn) |
3 ![]() ![]() ![]() | ||
Anguish II | Enemies are inflicted with: +10% more Damage taken |
3 ![]() ![]() | ||
Blinding III | Enemies are inflicted with: -15% Global Accuracy |
4 ![]() ![]() ![]() | ||
Soul Split III | Enemies are inflicted with: -15% Magic Evasion |
3 ![]() ![]() ![]() ![]() | ||
Weakening III | Enemies are inflicted with: -15% Maximum Hit |
3 ![]() ![]() ![]() | ||
![]() |
![]() |
Enemies are inflicted with: +5% Attack Interval -5% Maximum Hit |
3 ![]() ![]() ![]() | |
Anguish III | Enemies are inflicted with: +15% more Damage taken |
4 ![]() ![]() ![]() | ||
Decay | Enemies are inflicted with: -10% Global Evasion +2% of Maximum Hitpoints taken as damage on a successful attack (once per turn) |
2 ![]() ![]() ![]() | ||
![]() |
![]() |
Enemies are inflicted with: -15% Global Accuracy -10% Global Evasion +5% more Damage taken |
5 ![]() ![]() ![]() | |
![]() |
Complete |
Enemies are inflicted with: -25% Global Accuracy -5% Damage Reduction |
5 ![]() ![]() | |
![]() |
Complete |
Enemies are inflicted with: -25% Global Evasion +10% more Damage taken |
6 ![]() ![]() ![]() | |
![]() |
Complete |
Enemies are inflicted with: +3% of remaining Hitpoints taken as damage on a successful attack (once per turn) +3% of Maximum Hitpoints taken as damage on a successful attack (once per turn) |
8 ![]() ![]() |
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.
Spell | Requirements | Description | Runes | |
---|---|---|---|---|
Surge I | -0.1s Attack Interval +5% Ranged Evasion |
3 ![]() ![]() | ||
Fury I | +5% Magic Evasion +25 Maximum Hit |
3 ![]() ![]() | ||
Fervor I | +5% Lifesteal +5% Melee Evasion |
3 ![]() ![]() | ||
Surge II | -0.2s Attack Interval +10% Ranged Evasion |
4 ![]() ![]() | ||
![]() |
+3% chance to apply Crystallization to the Target when attacking (Target is stunned and takes +50% Damage during effect) +10% Magic Maximum Hit |
3 ![]() ![]() ![]() | ||
Charged I | +10 Minimum Hit | 2 ![]() ![]() ![]() | ||
Fury II | +10% Magic Evasion +50 Maximum Hit |
4 ![]() ![]() | ||
Fervor II | +10% Lifesteal +10% Melee Evasion |
4 ![]() ![]() | ||
Surge III | ![]() |
-0.3s Attack Interval +15% Ranged Evasion |
5 ![]() ![]() | |
Charged II | +20 Minimum Hit | 3 ![]() ![]() ![]() | ||
Fury III | ![]() |
+15% Magic Evasion +75 Maximum Hit |
5 ![]() ![]() | |
Fervor III | ![]() |
+15% Lifesteal +15% Melee Evasion |
5 ![]() ![]() | |
![]() |
+15% Global Evasion +3% chance to apply Crystal Sanction to the Target when attacking (Next Attack Turn from Target deals no Damage) -2% Attack Interval |
5 ![]() ![]() ![]() | ||
Charged III | ![]() |
+40 Minimum Hit | 4 ![]() ![]() ![]() | |
![]() |
+25% Magic Evasion +125 Maximum Hit |
5 ![]() ![]() ![]() ![]() ![]() | ||
![]() |
+20% Lifesteal +25% Melee Evasion |
8 ![]() ![]() ![]() | ||
![]() |
+100 Minimum Hit | 8 ![]() ![]() ![]() | ||
![]() |
-0.4s Attack Interval +25% Ranged Evasion |
8 ![]() ![]() ![]() |
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.
Spell | Requirements | Description | Runes | |
---|---|---|---|---|
Slicing Winds | Complete |
Attack 3 times for 175 damage each. If your Accuracy Rating is higher than 20k then this attack can't miss. (0.30s delay between attacks. 0.60s total duration.) |
20 ![]() ![]() | |
Icicle Volley | Complete |
Attack 5 times for 170 damage each (Can miss). On a hit, gives the enemy +20% Attack Interval for 3 of the enemy's turns. (0.20s delay between attacks. 0.80s total duration.) |
20 ![]() ![]() | |
![]() |
![]() |
An avoidable attack that deals 300 3 times over 0.8s. On a hit, has a 5% chance to apply stun for 1 turn. (0.40s delay between attacks. 0.80s total duration.) |
10 ![]() ![]() ![]() | |
Ignite | Complete |
Attack once dealing 680 damage (Can miss). On a hit, has a 10% chance to inflict Burn that deals 15% of the enemy's current hitpoints as damage over 2.5s. | 20 ![]() ![]() | |
Gust | Complete |
Attack 4 times dealing 200 damage each. Has a 10% chance to apply stun for 1 turn on a hit. If your Accuracy Rating is higher than 20K then this attack can't miss. (0.50s delay between attacks. 1.50s total duration.) |
25 ![]() ![]() ![]() | |
Frostbite | Complete |
Attack once dealing 750 damage (Can miss). Has a 30% chance to apply freeze for 2 turns on a hit. | 25 ![]() ![]() ![]() | |
Quake | Complete |
Attack 2 times dealing 540 damage each (Can miss). On a hit, gives the enemy +50% Attack Interval for 1 of the enemy's turn. (0.40s delay between attacks.) |
25 ![]() ![]() ![]() | |
![]() |
![]() |
Perform 6 avoidable attacks over 3s that deal 1800 damage on the 1st attack, and damage equal to 2% of the enemy's max hitpoints on the subsequent attacks. On a hit, gives the enemy +20% Attack Interval for 1 of the enemy's turns. (0.60s delay between attacks. 3.00s total duration.) |
15 ![]() ![]() ![]() ![]() | |
Incinerate | Complete |
Attack 14 times dealing 63 damage each. If your Accuracy Rating is higher than 20K then this attack can't miss. (0.15s delay between attacks. 1.95s total duration.) |
30 ![]() ![]() ![]() |
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.
Spell | Requirements | Spell Dmg | Description | Runes | |
---|---|---|---|---|---|
Complete |
100 | You hurl large pods filled with poisonous gas at the enemy that burst open into a noxious cloud of gas that deals damage equal to 100% of your max hit 10 times over 4.5s. On a hit, inflicts Poison that deals 10% of the enemy's max hitpoints as damage over 10s. Avoidable. (0.50s delay between attacks. 4.50s total duration.) |
10 ![]() ![]() OR 5 ![]() ![]() ![]() | ||
Complete |
290 | You fire an enormous fireball at the enemy dealing damage equal to 100% of your max hit. On a hit, has a 25% chance to inflict Burn that deals 15% of the enemy's current hitpoints as damage over 2.5s. Avoidable. | 10 ![]() ![]() OR 5 ![]() ![]() ![]() | ||
Complete |
310 | You summon a bolt of lightning from the skies that strike the enemy, dealing damage equal to 100% of your max hit. On a hit, has a 15% chance to apply stun for 1 turn. Avoidable. | 10 ![]() ![]() OR 5 ![]() ![]() ![]() | ||
![]() |
90 | You summon a swarm of small meteors in the sky which shower down upon the enemy, dealing damage equal to 100% of your max hit 6 times over 2s. On a hit, has a 30% chance to inflict Burn that deals 15% of the enemy's current hitpoints as damage over 2.5s. Avoidable. (0.40s delay between attacks. 2.00s total duration.) |
10 ![]() ![]() ![]() OR 5 ![]() ![]() ![]() ![]() | ||
100 ![]() |
190 | You conjure immense waves that crash into the enemy, dealing damage equal to 100% of your max hit 3 times over 0.6s. On a hit, gives the enemy +20% Attack Interval for 3 of the enemy's turns. Avoidable. (0.30s delay between attacks. 0.60s total duration.) |
25 ![]() ![]() ![]() | ||
Complete |
70 | You wrap yourself in protective leaves that lash out at the enemy dealing damage equal to 100% of your max hit 8 times over 3.5s. Damage is doubled if the enemy is poisoned. On a hit, has a 50% chance to inflict Poison that deals 10% of the enemy's max hitpoints as damage over 10s. On use, gives Regen that heals 30% of your current hitpoints over 5s. Avoidable. (0.50s delay between attacks. 3.50s total duration.) |
16 ![]() ![]() ![]() OR 8 ![]() ![]() ![]() ![]() | ||
Complete |
90 | You create fractures in the earth that pursue the enemy and unleash lava from below. Deals damage equal to 100% + 100% if the enemy is burning of your max hit 4 times over 1.2s. On a hit, has a 50% chance to inflict Burn that deals 15% of the enemy's current hitpoints as damage over 2.5s. Avoidable. (0.40s delay between attacks. 1.20s total duration.) |
16 ![]() ![]() ![]() OR 8 ![]() ![]() ![]() ![]() | ||
![]() |
225 | You create ghostly tendrils that lash out at the enemy dealing damage equal to 100% of your max hit 4 times over 1.8s. On a hit, has a 30% chance to apply stun for 1 turn. Avoidable. (0.60s delay between attacks. 1.80s total duration.) |
20 ![]() ![]() ![]() | ||
Complete |
175 | You summon a dragon made of dark clouds that crackles with thunder. It discharges lightning onto the enemy dealing damage equal to 100% of your max hit 3 times over 0.6s. On a hit, has a 20% chance to apply stun for 1 turn. Avoidable. (0.30s delay between attacks. 0.60s total duration.) |
16 ![]() ![]() ![]() OR 8 ![]() ![]() ![]() ![]() | ||
![]() |
235 | You conjure a maelstrom that slices through the enemy's armor. It performs 3 avoidable attacks that deal 100% of your max hit. On a hit, inflicts Bleed that deals 200% of the damage dealt as damage over 10s and gives the enemy +20% Attack Interval for 3 of the enemy's turns. (0.15s delay between attacks. 0.30s total duration.) |
20 ![]() ![]() ![]() ![]() |
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.
Unlocks | |
---|---|
1 | Cast Cast Wear ![]() Wear ![]() Wear ![]() Wear ![]() ![]() ![]() ![]() Wear ![]() ![]() ![]() ![]() Wield ![]() Wield ![]() Wield ![]() Wield ![]() ![]() ![]() ![]() Wield ![]() |
3 | Cast |
5 | Cast Wear ![]() Wear ![]() Wear ![]() Wear ![]() ![]() ![]() ![]() |
6 | Cast |
7 | Cast ![]() |
9 | Wear ![]() Wear ![]() Wear ![]() Wear ![]() ![]() ![]() ![]() |
10 | Cast Cast Cast Wear ![]() ![]() ![]() ![]() Wear ![]() Build |
14 | Cast Wear ![]() Wear ![]() Wear ![]() Wear ![]() ![]() ![]() ![]() |
15 | Cast Cast |
16 | Cast |
18 | Cast |
19 | Cast |
20 | Cast ![]() Build |
23 | Cast |
25 | Cast Cast |
28 | Cast |
30 | Cast Cast Cast ![]() Wear ![]() ![]() ![]() ![]() Wield ![]() ![]() ![]() ![]() Wield ![]() Wield ![]() Wear ![]() ![]() |
33 | Cast |
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70 | Cast Cast Cast Cast Wear ![]() Wear ![]() Wear ![]() Wear ![]() ![]() ![]() ![]() Wield ![]() ![]() ![]() ![]() Build Build |
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Skillcapes
The standard and superior skillcapes for this skill can be purchased from the store for 1,000,000 and 10,000,000
after the player reaches
Level 99 and
Level 120, respectively. Reaching
Level 120 requires the
Throne of the Herald Expansion.
Skillcape | Name | Requirements | Effect |
---|---|---|---|
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Magic Skillcape | Items that reduce Rune costs are now 2x as effective | |
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+5% Magic Damage Bonus from Equipment Items that reduce Rune costs are now 4x as effective |
Pet
This skill's pet can be unlocked by performing any action that provides Magic XP, including Alt. Magic.
Pet | Name | Effect |
---|---|---|
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 | Rune Preservation | Other Modifiers |
---|---|---|---|
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Item (Cape) | +20% Rune Preservation | |
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Item (Consumable) | +15% Rune Preservation | |
Agility Obstacle 9 | +10% Rune Preservation | +10% Ammo Preservation +10% Chance To Preserve Prayer Points -1 Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) | |
Agility Obstacle 10 | +10% Rune Preservation | +5% Ammo Preservation +10% Chance To Preserve Prayer Points +10% Chance to Preserve Resources in Skills | |
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+10% Rune Preservation | Bypass All Slayer Area item requirements -30% Agility Obstacle Build Costs -20% Agility Pillar build costs -75% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.8s Thieving Interval -0.8s Crafting Interval -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval -75% Coal Costs for Smithing -20% Township Building Cost (Does not affect GP cost. Capped at -80%) x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +8 Additional Runes of the same type in Runecrafting +75% Ammo Preservation +2 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Bolts produced per action in Fletching +2 Coal Ore per Ore Mined. (Item doubling does not apply) +50% Chance to gain +1 additional bar in Smithing (Cannot be doubled) +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) +20% Chance to Double Farming Yield +100% chance to receive Ash per log burnt in Firemaking +100% chance to receive Charcoal per burn in Firemaking +4% Global Perfect Cook chance +100% chance to successfully Cook an item +20% chance to avoid the stun interval and stun damage in Thieving when pickpocket attempt fails +25% Chance to Double Items in Runecrafting +1% chance to find a Lost Chest while Fishing (This is separate to the Special Fishing Chance) +5% Chance to Preserve Food when eaten +5% Chance To Preserve Potion Charge +5% Chance To Preserve Prayer Points +8% Damage To Slayer Tasks +40% Farming Yield +100% chance to receive coal when burning logs in Firemaking +20% GP From Agility +150% GP From Thieving +5% Chance to find gem veins when Mining +8% Global Skill XP +15 Flat Hitpoints Regeneration +5% Lifesteal +5% Magic Damage Bonus from Equipment +5% Melee Strength Bonus from Equipment +1 minimum Bird Nest's received from Woodcutting +5% of Maximum Hit added to Minimum Hit +5% Ranged Strength Bonus from Equipment +5% Reflect Damage Items that reduce Rune costs are now 4x as effective +25% Chance to Preserve Resources in Summoning +35% Flat Slayer Area Effect Negation +10% Slayer Coins +15% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +10% Summoning Maximum Hit +270 Stealth while Thieving | |
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+10% Rune Preservation | Bypass All Slayer Area item requirements -30% Agility Obstacle Build Costs -20% Agility Pillar build costs -75% Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) -0.8s Thieving Interval -0.8s Crafting Interval -20% Woodcutting Interval -25% Cooking Interval -10% Summoning Interval -10% Astrology Interval -75% Coal Costs for Smithing -20% Township Building Cost (Does not affect GP cost. Capped at -80%) x2 Items received from Fishing x2 Items received from Fletching x2 Items received from Herblore Create +8 Additional Runes of the same type in Runecrafting +75% Ammo Preservation +2 to base drop quantity of Stardust and Golden Stardust from Astrology +1 Bolts produced per action in Fletching +2 Coal Ore per Ore Mined. (Item doubling does not apply) +50% Chance to gain +1 additional bar in Smithing (Cannot be doubled) +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) +20% Chance to Double Farming Yield +100% chance to receive Ash per log burnt in Firemaking +100% chance to receive Charcoal per burn in Firemaking +4% Global Perfect Cook chance +100% chance to successfully Cook an item +20% chance to avoid the stun interval and stun damage in Thieving when pickpocket attempt fails +25% Chance to Double Items in Runecrafting +1% chance to find a Lost Chest while Fishing (This is separate to the Special Fishing Chance) +5% Chance to Preserve Food when eaten +5% Chance To Preserve Potion Charge +5% Chance To Preserve Prayer Points +8% Damage To Slayer Tasks +40% Farming Yield +100% chance to receive coal when burning logs in Firemaking +20% GP From Agility +150% GP From Thieving +5% Chance to find gem veins when Mining +8% Global Skill XP +15 Flat Hitpoints Regeneration +5% Lifesteal +5% Magic Damage Bonus from Equipment +5% Melee Strength Bonus from Equipment +1 minimum Bird Nest's received from Woodcutting +5% of Maximum Hit added to Minimum Hit +5% Ranged Strength Bonus from Equipment +5% Reflect Damage Items that reduce Rune costs are now 4x as effective +25% Chance to Preserve Resources in Summoning +35% Flat Slayer Area Effect Negation +10% Slayer Coins +15% Chance to preserve Summoning Charges +10 Base Quantity for Summoning Tablet Creation +10% Summoning Maximum Hit +270 Stealth while Thieving | |
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+10% Rune Preservation | Create +8 Additional Runes of the same type in Runecrafting +25% Chance to Double Items in Runecrafting | |
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Item (Consumable) | +10% Rune Preservation | |
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+6% Rune Preservation | +10% Magic Accuracy Rating +10% Magic Evasion +5% Magic Maximum Hit |
Agility Obstacle 4 | +5% Rune Preservation | -40 Maximum Hitpoints +5% Ammo Preservation +5% Melee Maximum Hit | |
Agility Obstacle 6 | +5% Rune Preservation | +5% Ammo Preservation +5% Chance to Preserve Resources in Skills | |
Pet | +5% Rune Preservation | ||
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+3% Rune Preservation | -0.1s Attack Interval -2% Interval for all non-Combat Skills -0.2s Monster Respawn Timer +3% Ammo Preservation +2% Chance to Double Items Globally +3% Chance To Preserve Potion Charge +5% Global GP (except Item Sales) +5% Accuracy Rating +5% Global Evasion +5% Global Mastery XP +50% Mastery Pool XP Cap +2% of Maximum Hit added to Minimum Hit +5% Slayer Coins +3% Chance to preserve Summoning Charges | |
Pet | +2% Rune Preservation | ||
Agility Obstacle 5 | -10% Rune Preservation | -10% Ammo Preservation -10% Chance to Preserve Resources in Skills +3% Global Mastery XP +4% Global Skill XP | |
-20% Rune Preservation | -20% Ammo Preservation -0.1s Monster Respawn Timer +1% Damage Reduction -3 Prayer Point Cost for Prayers (Prayer Point cost cannot go below 1) | ||
Agility Obstacle 7 | -30% Rune Preservation | -30% Ammo Preservation -16% Magic Accuracy Rating -16% Melee Accuracy Rating -16% Ranged 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.
Magic Equipment Stats
Weapons
Attack Bonus | Str. Bonus | % Dmg Bonus | Defence Bonus | DR | Lvl Req | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Item | Name | Attack Speed | Two Handed? | Description | ||||||||||||
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Air Battlestaff | 3.0s | Yes | 0 | 0 | 0 | 15 | 0 | 10% | 3 | 0 | 15 | 0% | 0 | 30 | Reduces the Air Rune cost of Magic Spells by 5 when equipped as a Weapon. |
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Water Battlestaff | 3.0s | Yes | 0 | 0 | 0 | 15 | 0 | 10% | 3 | 0 | 15 | 0% | 0 | 30 | Reduces the Water Rune cost of Magic Spells by 5 when equipped as a Weapon. |
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Earth Battlestaff | 3.0s | Yes | 0 | 0 | 0 | 15 | 0 | 10% | 3 | 0 | 15 | 0% | 0 | 30 | Reduces the Earth Rune cost of Magic Spells by 5 when equipped as a Weapon. |
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Fire Battlestaff | 3.0s | Yes | 0 | 0 | 0 | 15 | 0 | 10% | 3 | 0 | 15 | 0% | 0 | 30 | Reduces the Fire Rune cost of Magic Spells by 5 when equipped as a Weapon. |
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Mystic Air Staff | 3.0s | Yes | 0 | 0 | 0 | 23 | 0 | 20% | 3 | 0 | 23 | 0% | 0 | 40 | Reduces the Air Rune cost of Magic Spells by 7 when equipped as a Weapon. |
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Magic Wand (Basic) | 2.6s | No | 0 | 0 | 0 | 12 | 0 | 0% | 0 | 0 | 12 | 0% | 0 | 1 | |
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Magic Wand (Powerful) | 2.6s | No | 0 | 0 | 0 | 21 | 0 | 0% | 0 | 0 | 21 | 0% | 0 | 30 | |
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Magic Wand (Elite) | 2.6s | No | 0 | 0 | 0 | 28 | 0 | 12% | 0 | 0 | 28 | 0% | 0 | 60 | |
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Staff of Air | 3.0s | Yes | 0 | 0 | 0 | 10 | 0 | 5% | 3 | 0 | 10 | 0% | 0 | 1 | Reduces the Air Rune cost of Magic Spells by 3 when equipped as a Weapon. |
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Staff of Water | 3.0s | Yes | 0 | 0 | 0 | 10 | 0 | 5% | 3 | 0 | 10 | 0% | 0 | 1 | Reduces the Water Rune cost of Magic Spells by 3 when equipped as a Weapon. |
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Staff of Earth | 3.0s | Yes | 0 | 0 | 0 | 10 | 0 | 5% | 3 | 0 | 10 | 0% | 0 | 1 | Reduces the Earth Rune cost of Magic Spells by 3 when equipped as a Weapon. |
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Staff of Fire | 3.0s | Yes | 0 | 0 | 0 | 10 | 0 | 5% | 3 | 0 | 10 | 0% | 0 | 1 | Reduces the Fire Rune cost of Magic Spells by 3 when equipped as a Weapon. |
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Mystic Water Staff | 3.0s | Yes | 0 | 0 | 0 | 23 | 0 | 20% | 3 | 0 | 23 | 0% | 0 | 40 | Reduces the Water Rune cost of Magic Spells by 7 when equipped as a Weapon. |
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Mystic Earth Staff | 3.0s | Yes | 0 | 0 | 0 | 23 | 0 | 20% | 3 | 0 | 23 | 0% | 0 | 40 | Reduces the Earth Rune cost of Magic Spells by 7 when equipped as a Weapon. |
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Mystic Fire Staff | 3.0s | Yes | 0 | 0 | 0 | 23 | 0 | 20% | 3 | 0 | 23 | 0% | 0 | 40 | Reduces the Fire Rune cost of Magic Spells by 7 when equipped as a Weapon. |
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Cloudburst Staff | 3.0s | Yes | 0 | 0 | 0 | 45 | 0 | 30% | 5 | 0 | 28 | 0% | 0 | 85 | +400 Maximum Water Spell Dmg. Reduces the Water Rune cost of Magic Spells by 7 when equipped as a Weapon. |
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Air Imbued Wand | 2.6s | No | 0 | 0 | 0 | 32 | 0 | 18% | 0 | 0 | 32 | 0% | 0 | 70 | Reduces the Air Rune cost of Magic Spells by 3 when equipped as a Weapon. |
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Water Imbued Wand | 2.6s | No | 0 | 0 | 0 | 32 | 0 | 18% | 0 | 0 | 32 | 0% | 0 | 70 | Reduces the Water Rune cost of Magic Spells by 3 when equipped as a Weapon. |
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Earth Imbued Wand | 2.6s | No | 0 | 0 | 0 | 32 | 0 | 18% | 0 | 0 | 32 | 0% | 0 | 70 | Reduces the Earth Rune cost of Magic Spells by 3 when equipped as a Weapon. |
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Fire Imbued Wand | 2.6s | No | 0 | 0 | 0 | 32 | 0 | 18% | 0 | 0 | 32 | 0% | 0 | 70 | Reduces the Fire Rune cost of Magic Spells by 3 when equipped as a Weapon. |
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Ocean Song | 2.6s | No | 0 | 0 | 0 | 38 | 0 | 60% | 0 | 0 | 38 | 0% | 0 | 90 | Reduces the Water Rune cost of Magic Spells by 4 when equipped as a Weapon. |
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Nature's Call Staff | 3.0s | Yes | 0 | 0 | 0 | 12 | 0 | 0% | 0 | 0 | 12 | 0% | 0 | 40 | Reduces the Nature Rune cost of spells by 1, and grants access to the Nature's Call Spell |
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Nature's Wrath Staff | 3.0s | Yes | 0 | 0 | 0 | 18 | 0 | 6% | 0 | 0 | 18 | 0% | 0 | 65 | Reduces the Nature Rune cost of spells by 1, and grants access to the Nature's Wrath Spell. When equipped with Nature's Blessing Ring: +50% Hitpoint Regeneration, +40 Maximum Hitpoints and +30% of Maximum Hit added to Minimum Hit when using Nature spells. |
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3.0s | Yes | 0 | 0 | 0 | 39 | 0 | 61% | 0 | 0 | 39 | 0% | 0 | 100 | Reduces the Poison Rune cost of Magic Spells by 8 when equipped as a Weapon. | |
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3.0s | Yes | 0 | 0 | 0 | 40 | 0 | 62% | 0 | 0 | 40 | 0% | 0 | 102 | Reduces the Infernal Rune cost of Magic Spells by 8 when equipped as a Weapon. | |
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3.0s | Yes | 0 | 0 | 0 | 41 | 0 | 63% | 0 | 0 | 41 | 0% | 0 | 105 | Reduces the Lightning Rune cost of Magic Spells by 8 when equipped as a Weapon. | |
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3.0s | Yes | 0 | 0 | 0 | 42 | 0 | 64% | 0 | 0 | 42 | 0% | 0 | 106 | Grants access to the Meteor Shower Archaic Spell. When equipped with Meteorite Spellcaster Ring: +50 minimum Spell damage when using Meteor Shower Archaic Spell and +20% Magic Accuracy Bonus. | |
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2.6s | No | 0 | 0 | 0 | 40 | 0 | 62% | 0 | 0 | 40 | 0% | 0 | 105 | Reduces the Despair Rune cost of Magic Spells by 5 when equipped as a Weapon. | |
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2.6s | No | 0 | 0 | 0 | 41 | 0 | 63% | 0 | 0 | 41 | 0% | 0 | 110 | Reduces the Archaic Rune cost of Magic Spells by 5 when equipped as a Weapon. | |
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2.6s | No | 0 | 0 | 0 | 42 | 0 | 64% | 0 | 0 | 42 | 0% | 0 | 115 | Reduces the Calamity Rune cost of Magic Spells by 5 when equipped as a Weapon. | |
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3.0s | Yes | 0 | 0 | 0 | 48 | 0 | 71% | 0 | 0 | 48 | 8% | 0 | 110 | ||
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3.0s | Yes | 0 | 0 | 0 | 56 | 0 | 71% | 80 | 80 | 80 | 11% | 0 | 115 | Target Damage Reduction is decreased by flat 10% | |
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2.6s | No | 0 | 0 | 0 | 65 | 0 | 80% | 0 | 0 | 48 | 0% | 0 | 120 | Grants access to Slicing Maelstrom Archaic Spell | |
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3.0s | Yes | 0 | 0 | 0 | 18 | 0 | 6% | 0 | 0 | 18 | 0% | 0 | 65 | |
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3.6s | Yes | -4 | 64 | 64 | 0 | 79 | 0% | 0 | 0 | 0 | 0% | 30 | 30 | +1 Melee Strength Bonus based on your current Magic Level |
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3.0s | Yes | 0 | 0 | 0 | 23 | 0 | 20% | 3 | 0 | 23 | 0% | 0 | 40 | +20 Flat Barrier damage added to Summon Familiar -30% Maximum Hit +60% Summoning Maximum Hit +15% Summoning Familiar damage added as extra damage to Barrier |
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3.0s | Yes | 0 | 0 | 0 | 15 | 0 | 10% | 3 | 0 | 15 | 0% | 0 | 30 | |
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3.0s | Yes | 0 | 0 | 0 | 23 | 0 | 20% | 3 | 0 | 23 | 0% | 0 | 40 | Reduces the Air Rune cost of Magic Spells by 7 when equipped as a Weapon. |
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3.0s | Yes | 0 | 0 | 0 | 10 | 0 | 5% | 3 | 0 | 10 | 0% | 0 | 1 | +1 Hidden Magic Level for every 3 levels of Magic |
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3.0s | Yes | 0 | 0 | 0 | 12 | 0 | 4% | 3 | 0 | 15 | 0% | 0 | 35 | |
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2.6s | No | 0 | 0 | 0 | 35 | 0 | 20% | 0 | 0 | 0 | 0% | 0 | 75 | |
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3.0s | Yes | 0 | 0 | 0 | 23 | 0 | 20% | 3 | 0 | 23 | 0% | 0 | 75 | |
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3.0s | Yes | 0 | 0 | 0 | 24 | 0 | 8% | 3 | 0 | 23 | 0% | 0 | 75 | |
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2.6s | No | 0 | 0 | 0 | 30 | 0 | 15% | 0 | 0 | 28 | 0% | 0 | 65 | |
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2.6s | No | 0 | 0 | 0 | 30 | 0 | 15% | 0 | 0 | 28 | 0% | 0 | 68 | |
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3.0s | No | 0 | 0 | 0 | 27 | 0 | 20% | 0 | 0 | 0 | 0% | 0 | 80 | |
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3.0s | Yes | 0 | 0 | 0 | 49 | 0 | 33% | 5 | 0 | 31 | 8% | 0 | 90 | |
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3.0s | Yes | 0 | 0 | 0 | 18 | 0 | 6% | 0 | 0 | 18 | 2% | 0 | 40 | +1 Unholy Mark stacks applied when hitting with an attack Allows for Unholy Prayers to be used |
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3.0s | Yes | 0 | 0 | 0 | 23 | 0 | 20% | 20 | 0 | 23 | 2% | 0 | 65 | +1 Unholy Mark stacks applied when hitting with an attack Allows for Unholy Prayers to be used |
Helmets
Attack Bonus | % Dmg Bonus | Defence Bonus | DR | Lvl Req | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Item | Name | Modifiers | ||||||||||||
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Green Wizard Hat | 0 | 0 | 0 | 0 | 2 | 2% | 0 | 0 | 2 | 1% | 0 | 1 | |
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Blue Wizard Hat | 0 | 0 | 0 | 0 | 3 | 3% | 0 | 0 | 3 | 2% | 0 | 10 | |
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Red Wizard Hat | 0 | 0 | 0 | 0 | 4 | 4% | 0 | 0 | 4 | 3% | 0 | 30 | |
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Black Wizard Hat | 0 | 0 | 0 | 0 | 6 | 5% | 0 | 0 | 6 | 4% | 0 | 50 | |
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Ancient Wizard Hat | 0 | 0 | 0 | 0 | 8 | 2% | 0 | 0 | 8 | 5% | 0 | 70 | +6% Maximum Hit when using Surge spells +5 minimum Elemental Spell Damage +6% Accuracy Rating when using Surge spells |
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Slayer Wizard Hat (Basic) | 0 | 0 | 0 | 0 | 2 | 0% | 0 | 0 | 2 | 2% | 0 | 0 | +5% Flat Slayer Area Effect Negation +5% Slayer Skill XP +2% Damage To Slayer Tasks +2% Slayer Coins |
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Slayer Wizard Hat (Strong) | 0 | 0 | 0 | 0 | 3 | 5% | 0 | 0 | 3 | 2% | 0 | 30 | +10% Flat Slayer Area Effect Negation +15% Slayer Skill XP +3% Damage To Slayer Tasks +3% Slayer Coins |
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Slayer Wizard Hat (Elite) | 0 | 0 | 0 | 0 | 4 | 10% | 0 | 0 | 4 | 4% | 0 | 60 | +15% Flat Slayer Area Effect Negation +30% Slayer Skill XP +4% Damage To Slayer Tasks +4% Slayer Coins |
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Glacia God Helmet | 0 | 0 | 0 | 0 | 11 | 24% | 6 | 3 | 11 | 8% | 0 | 85 | +25 minimum Elemental Spell Damage |
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Air Acolyte Wizard Hat | 0 | 0 | 0 | 0 | 2 | 0% | 0 | 0 | 2 | 0% | 0 | 1 | +5 Minimum Air Spell Dmg |
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Water Acolyte Wizard Hat | 0 | 0 | 0 | 0 | 2 | 0% | 0 | 0 | 2 | 0% | 0 | 5 | +5 Minimum Water Spell Dmg |
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Earth Acolyte Wizard Hat | 0 | 0 | 0 | 0 | 2 | 0% | 0 | 0 | 2 | 0% | 0 | 9 | +5 Minimum Earth Spell Dmg |
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Fire Acolyte Wizard Hat | 0 | 0 | 0 | 0 | 2 | 0% | 0 | 0 | 2 | 0% | 0 | 14 | +5 Minimum Fire Spell Dmg |
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Air Adept Wizard Hat | 0 | 0 | 0 | 0 | 3 | 0% | 0 | 0 | 3 | 4% | 0 | 35 | +15 Minimum Air Spell Dmg |
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Water Adept Wizard Hat | 0 | 0 | 0 | 0 | 3 | 0% | 0 | 0 | 3 | 4% | 0 | 39 | +15 Minimum Water Spell Dmg |
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Earth Adept Wizard Hat | 0 | 0 | 0 | 0 | 3 | 0% | 0 | 0 | 3 | 4% | 0 | 43 | +15 Minimum Earth Spell Dmg |
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Fire Adept Wizard Hat | 0 | 0 | 0 | 0 | 3 | 0% | 0 | 0 | 3 | 4% | 0 | 48 | +15 Minimum Fire Spell Dmg |
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Air Expert Wizard Hat | 0 | 0 | 0 | 0 | 6 | 0% | 0 | 0 | 6 | 5% | 0 | 65 | +20 Minimum Air Spell Dmg |
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Water Expert Wizard Hat | 0 | 0 | 0 | 0 | 6 | 0% | 0 | 0 | 6 | 5% | 0 | 69 | +20 Minimum Water Spell Dmg |
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Earth Expert Wizard Hat | 0 | 0 | 0 | 0 | 6 | 0% | 0 | 0 | 6 | 5% | 0 | 73 | +20 Minimum Earth Spell Dmg |
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Fire Expert Wizard Hat | 0 | 0 | 0 | 0 | 6 | 0% | 0 | 0 | 6 | 5% | 0 | 78 | +20 Minimum Fire Spell Dmg |
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Miolite Helmet | 0 | 0 | 0 | -6 | 5 | 0% | 27 | -1 | 5 | 2% | 40 | 40 | |
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Slayer Wizard Hat (Master) | 0 | 0 | 0 | 0 | 6 | 12% | 0 | 0 | 6 | 6% | 0 | 80 | +3% Chance To Double Loot in Combat +40% Slayer Skill XP +3% Chance to Double Items in Thieving +20% Flat Slayer Area Effect Negation +5% Damage To Slayer Tasks +5% Slayer Coins |
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0 | 0 | 0 | 0 | 12 | 26% | 7 | 4 | 12 | 9% | 0 | 100 | +5% Accuracy Rating when using Archaic Spells that use Poison Runes | |
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0 | 0 | 0 | 0 | 12 | 26% | 7 | 4 | 12 | 9% | 0 | 100 | +5% Accuracy Rating when using Archaic Spells that use Infernal Runes | |
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0 | 0 | 0 | 0 | 12 | 26% | 7 | 4 | 12 | 9% | 0 | 100 | +5% Accuracy Rating when using Archaic Spells that use Lightning Runes | |
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0 | 0 | 0 | 0 | 13 | 28% | 8 | 5 | 13 | 10% | 0 | 105 | +10% Accuracy Rating when using Archaic Spells that use Poison Runes | |
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0 | 0 | 0 | 0 | 13 | 28% | 8 | 5 | 13 | 10% | 0 | 105 | +10% Accuracy Rating when using Archaic Spells that use Infernal Runes | |
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0 | 0 | 0 | 0 | 13 | 28% | 8 | 5 | 13 | 10% | 0 | 105 | +10% Accuracy Rating when using Archaic Spells that use Lightning Runes | |
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0 | 0 | 0 | 0 | 14 | 30% | 9 | 6 | 14 | 11% | 0 | 110 | +15% Accuracy Rating when using Archaic Spells that use Poison Runes | |
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0 | 0 | 0 | 0 | 14 | 30% | 9 | 6 | 14 | 11% | 0 | 110 | +15% Accuracy Rating when using Archaic Spells that use Infernal Runes | |
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0 | 0 | 0 | 0 | 14 | 30% | 9 | 6 | 14 | 11% | 0 | 110 | +15% Accuracy Rating when using Archaic Spells that use Lightning Runes | |
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0 | 0 | 0 | 0 | 12 | 26% | 7 | 4 | 12 | 12% | 0 | 110 | ||
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0 | 0 | 0 | 0 | 20 | 45% | 8 | 5 | 14 | 13% | 0 | 112 | +20% chance to avoid Curses Apply Despair Curse to the Target on spawn or revive | |
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0 | 0 | 0 | 0 | 22 | 50% | 9 | 6 | 15 | 14% | 0 | 120 | ||
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0 | 0 | 0 | 0 | 8 | 15% | 0 | 0 | 8 | 10% | 0 | 100 | +4% Chance To Double Loot in Combat +45% Slayer Skill XP +4% Chance to Double Items in Thieving +25% Flat Slayer Area Effect Negation +6% Damage To Slayer Tasks +6% Slayer Coins | |
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0 | 0 | 0 | 0 | 12 | 20% | 0 | 0 | 12 | 12% | 0 | 110 | +5% Chance To Double Loot in Combat +50% Slayer Skill XP +5% Chance to Double Items in Thieving +30% Flat Slayer Area Effect Negation +8% Damage To Slayer Tasks +8% Slayer Coins | |
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0 | 0 | 0 | 0 | 3 | 0% | 0 | 0 | 3 | 3% | 0 | 20 | |
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0 | 0 | 0 | 0 | 3 | 0% | 0 | 0 | 4 | 3% | 0 | 45 | |
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20 | 20 | 20 | 20 | 20 | 0% | 40 | 40 | 40 | 8% | 0 | 85 | Each Attack Turn, Attacker's Attack interval is decreased by -1% and the Target is slow by +1%. Stacks 20 times. |
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0 | 0 | 0 | 0 | 2 | 0% | 0 | 0 | 2 | 0% | 0 | 1 | +5 Minimum Air Spell Dmg +5% Summoning Familiar damage added as extra damage to Barrier +10 Flat Barrier damage added to Summon Familiar +5% chance to dodge Crystallization from being applied |
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0 | 0 | 0 | 0 | 2 | 0% | 0 | 0 | 2 | 0% | 0 | 5 | +5 Minimum Water Spell Dmg +5% Summoning Familiar damage added as extra damage to Barrier +10 Flat Barrier damage added to Summon Familiar +5% chance to dodge Crystallization from being applied |
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0 | 0 | 0 | 0 | 2 | 0% | 0 | 0 | 2 | 0% | 0 | 9 | +5 Minimum Earth Spell Dmg +5% Summoning Familiar damage added as extra damage to Barrier +10 Flat Barrier damage added to Summon Familiar +5% chance to dodge Crystallization from being applied |
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0 | 0 | 0 | 0 | 2 | 0% | 0 | 0 | 2 | 0% | 0 | 14 | +5% chance to dodge Crystallization from being applied +5% Summoning Familiar damage added as extra damage to Barrier +10 Flat Barrier damage added to Summon Familiar +5 Minimum Fire Spell Dmg |
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0 | 0 | 0 | 0 | 3 | 0% | 0 | 0 | 3 | 4% | 0 | 35 | +15 Minimum Air Spell Dmg +10% Summoning Familiar damage added as extra damage to Barrier +30 Flat Barrier damage added to Summon Familiar +10% chance to dodge Crystallization from being applied |
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0 | 0 | 0 | 0 | 3 | 0% | 0 | 0 | 3 | 4% | 0 | 39 | +15 Minimum Water Spell Dmg +10% Summoning Familiar damage added as extra damage to Barrier +30 Flat Barrier damage added to Summon Familiar +10% chance to dodge Crystallization from being applied |
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0 | 0 | 0 | 0 | 3 | 0% | 0 | 0 | 3 | 4% | 0 | 43 | +15 Minimum Earth Spell Dmg +10% Summoning Familiar damage added as extra damage to Barrier +30 Flat Barrier damage added to Summon Familiar +10% chance to dodge Crystallization from being applied |
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0 | 0 | 0 | 0 | 3 | 0% | 0 | 0 | 3 | 4% | 0 | 48 | +10% chance to dodge Crystallization from being applied +10% Summoning Familiar damage added as extra damage to Barrier +15 Minimum Fire Spell Dmg +30 Flat Barrier damage added to Summon Familiar |
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0 | 0 | 0 | 0 | 6 | 0% | 0 | 0 | 6 | 5% | 0 | 65 | +20 Minimum Air Spell Dmg +15% Summoning Familiar damage added as extra damage to Barrier +30 Flat Barrier damage added to Summon Familiar +20% chance to dodge Crystallization from being applied |
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0 | 0 | 0 | 0 | 6 | 0% | 0 | 0 | 6 | 5% | 0 | 69 | +20 Minimum Water Spell Dmg +15% Summoning Familiar damage added as extra damage to Barrier +30 Flat Barrier damage added to Summon Familiar +20% chance to dodge Crystallization from being applied |
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0 | 0 | 0 | 0 | 6 | 0% | 0 | 0 | 6 | 5% | 0 | 73 | +20 Minimum Earth Spell Dmg +15% Summoning Familiar damage added as extra damage to Barrier +30 Flat Barrier damage added to Summon Familiar +20% chance to dodge Crystallization from being applied |
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0 | 0 | 0 | 0 | 6 | 0% | 0 | 0 | 6 | 5% | 0 | 78 | +20% chance to dodge Crystallization from being applied +15% Summoning Familiar damage added as extra damage to Barrier +20 Minimum Fire Spell Dmg +30 Flat Barrier damage added to Summon Familiar |
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0 | 0 | 0 | 0 | 8 | 2% | 0 | 0 | 8 | 5% | 0 | 70 | +6% Maximum Hit when using Surge spells +25% Summoning Familiar damage added as extra damage to Barrier +35% chance to dodge Crystallization from being applied +5 Minimum Spell Damage +40 Flat Barrier damage added to Summon Familiar +6% Accuracy Rating when using Surge spells |
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0 | 0 | 0 | 0 | 11 | 24% | 6 | 3 | 11 | 8% | 0 | 85 | +35% chance to dodge Crystallization from being applied +40% Summoning Familiar damage added as extra damage to Barrier +55 Flat Barrier damage added to Summon Familiar +25 minimum Elemental Spell Damage |
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0 | 0 | 0 | 0 | 11 | 24% | 6 | 3 | 11 | 8% | 0 | 85 | +1% chance to apply Crystallization to the Target when attacking (Target is stunned and takes +50% Damage during effect) +40% Summoning Familiar damage added as extra damage to Barrier +25 minimum Elemental Spell Damage +35% chance to dodge Crystal Sanction from being applied +35% chance to dodge Crystallization from being applied +55 Flat Barrier damage added to Summon Familiar |
Bodies
Attack Bonus | % Dmg Bonus | Defence Bonus | DR | Lvl Req | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Item | Name | Modifiers | |||||||||
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Green Wizard Robes | 0 | 3 | 2% | 0 | 0 | 3 | 1% | 0 | 1 | |
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Blue Wizard Robes | 0 | 10 | 3% | 0 | 0 | 10 | 2% | 0 | 10 | |
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Red Wizard Robes | 0 | 20 | 4% | 0 | 0 | 20 | 3% | 0 | 30 | |
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Black Wizard Robes | 0 | 22 | 5% | 0 | 0 | 22 | 4% | 0 | 50 | |
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Ancient Wizard Robes | 0 | 28 | 3% | 0 | 0 | 28 | 5% | 0 | 70 | +6% Maximum Hit when using Surge spells +5 minimum Elemental Spell Damage +6% Accuracy Rating when using Surge spells |
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Slayer Wizard Robes (Basic) | 0 | 3 | 0% | 0 | 0 | 3 | 1% | 0 | 0 | +5% Flat Slayer Area Effect Negation +5% Slayer Skill XP +2% Damage To Slayer Tasks +2% Slayer Coins |
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Slayer Wizard Robes (Strong) | 0 | 10 | 5% | 0 | 0 | 10 | 2% | 0 | 30 | +10% Flat Slayer Area Effect Negation +15% Slayer Skill XP +3% Damage To Slayer Tasks +3% Slayer Coins |
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Slayer Wizard Robes (Elite) | 0 | 20 | 10% | 0 | 0 | 20 | 4% | 0 | 60 | +15% Flat Slayer Area Effect Negation +30% Slayer Skill XP +4% Damage To Slayer Tasks +4% Slayer Coins |
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Glacia God Platebody | 0 | 34 | 24% | 14 | 7 | 34 | 8% | 0 | 85 | +25 minimum Elemental Spell Damage |
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Air Acolyte Wizard Robes | 0 | 3 | 0% | 0 | 0 | 3 | 0% | 0 | 1 | +5 Minimum Air Spell Dmg |
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Water Acolyte Wizard Robes | 0 | 3 | 0% | 0 | 0 | 3 | 0% | 0 | 5 | +5 Minimum Water Spell Dmg |
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Earth Acolyte Wizard Robes | 0 | 3 | 0% | 0 | 0 | 3 | 0% | 0 | 9 | +5 Minimum Earth Spell Dmg |
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Fire Acolyte Wizard Robes | 0 | 3 | 0% | 0 | 0 | 3 | 0% | 0 | 14 | +5 Minimum Fire Spell Dmg |
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Air Adept Wizard Robes | 0 | 10 | 0% | 0 | 0 | 10 | 4% | 0 | 35 | +15 Minimum Air Spell Dmg |
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Water Adept Wizard Robes | 0 | 10 | 0% | 0 | 0 | 10 | 4% | 0 | 39 | +15 Minimum Water Spell Dmg |
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Earth Adept Wizard Robes | 0 | 10 | 0% | 0 | 0 | 10 | 4% | 0 | 43 | +15 Minimum Earth Spell Dmg |
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Fire Adept Wizard Robes | 0 | 10 | 0% | 0 | 0 | 10 | 4% | 0 | 48 | +15 Minimum Fire Spell Dmg |
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Air Expert Wizard Robes | 0 | 22 | 0% | 0 | 0 | 22 | 5% | 0 | 65 | +20 Minimum Air Spell Dmg |
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Water Expert Wizard Robes | 0 | 22 | 0% | 0 | 0 | 22 | 5% | 0 | 69 | +20 Minimum Water Spell Dmg |
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Earth Expert Wizard Robes | 0 | 22 | 0% | 0 | 0 | 22 | 5% | 0 | 73 | +20 Minimum Earth Spell Dmg |
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Fire Expert Wizard Robes | 0 | 22 | 0% | 0 | 0 | 22 | 5% | 0 | 78 | +20 Minimum Fire Spell Dmg |
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Miolite Platebody | -10 | 15 | 0% | 78 | -6 | 15 | 2% | 40 | 40 | |
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Slayer Wizard Robes (Master) | 0 | 26 | 12% | 0 | 0 | 26 | 6% | 0 | 80 | +3% Chance To Double Loot in Combat +40% Slayer Skill XP +3% Chance to Double Items in Thieving +20% Flat Slayer Area Effect Negation +5% Damage To Slayer Tasks +5% Slayer Coins |
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0 | 37 | 36% | 15 | 8 | 37 | 9% | 0 | 100 | +5% Accuracy Rating when using Archaic Spells that use Poison Runes | |
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0 | 37 | 36% | 15 | 8 | 37 | 9% | 0 | 100 | +5% Accuracy Rating when using Archaic Spells that use Infernal Runes | |
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0 | 37 | 36% | 15 | 8 | 37 | 9% | 0 | 100 | +5% Accuracy Rating when using Archaic Spells that use Lightning Runes | |
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0 | 40 | 39% | 16 | 9 | 40 | 10% | 0 | 105 | +10% Accuracy Rating when using Archaic Spells that use Poison Runes | |
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0 | 40 | 39% | 16 | 9 | 40 | 10% | 0 | 105 | +10% Accuracy Rating when using Archaic Spells that use Infernal Runes | |
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0 | 40 | 39% | 16 | 9 | 40 | 10% | 0 | 105 | +10% Accuracy Rating when using Archaic Spells that use Lightning Runes | |
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0 | 44 | 43% | 18 | 10 | 44 | 11% | 0 | 110 | +15% Accuracy Rating when using Archaic Spells that use Poison Runes | |
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0 | 44 | 43% | 18 | 10 | 44 | 11% | 0 | 110 | +15% Accuracy Rating when using Archaic Spells that use Infernal Runes | |
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0 | 44 | 43% | 18 | 10 | 44 | 11% | 0 | 110 | +15% Accuracy Rating when using Archaic Spells that use Lightning Runes | |
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0 | 37 | 26% | 15 | 8 | 37 | 12% | 110 | 0 | +20% chance to apply frostburn when attacking | |
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0 | 41 | 35% | 17 | 8 | 43 | 14% | 0 | 120 | ||
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0 | 26 | 12% | 0 | 0 | 26 | 10% | 0 | 100 | +4% Chance To Double Loot in Combat +45% Slayer Skill XP +4% Chance to Double Items in Thieving +25% Flat Slayer Area Effect Negation +6% Damage To Slayer Tasks +6% Slayer Coins | |
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0 | 32 | 16% | 0 | 0 | 30 | 12% | 0 | 110 | +5% Chance To Double Loot in Combat +50% Slayer Skill XP +5% Chance to Double Items in Thieving +30% Flat Slayer Area Effect Negation +8% Damage To Slayer Tasks +8% Slayer Coins | |
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0 | 12 | 0% | 0 | 0 | 12 | 4% | 0 | 40 | +1 Unholy Mark stacks applied when hitting with an attack Allows for Unholy Prayers to be used |
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0 | 28 | 3% | 0 | 0 | 28 | 5% | 0 | 65 | +1 Unholy Mark stacks applied when hitting with an attack Allows for Unholy Prayers to be used |
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0 | 3 | 0% | 0 | 0 | 3 | 0% | 0 | 1 | +5 Minimum Air Spell Dmg +5% Summoning Familiar damage added as extra damage to Barrier +10 Flat Barrier damage added to Summon Familiar +5% chance to dodge Crystallization from being applied |
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0 | 3 | 0% | 0 | 0 | 3 | 0% | 0 | 5 | +5 Minimum Water Spell Dmg +5% Summoning Familiar damage added as extra damage to Barrier +10 Flat Barrier damage added to Summon Familiar +5% chance to dodge Crystallization from being applied |
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0 | 3 | 0% | 0 | 0 | 3 | 0% | 0 | 9 | +5 Minimum Earth Spell Dmg +5% Summoning Familiar damage added as extra damage to Barrier +10 Flat Barrier damage added to Summon Familiar +5% chance to dodge Crystallization from being applied |
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0 | 3 | 0% | 0 | 0 | 3 | 0% | 0 | 14 | +5% chance to dodge Crystallization from being applied +5% Summoning Familiar damage added as extra damage to Barrier +10 Flat Barrier damage added to Summon Familiar +5 Minimum Fire Spell Dmg |
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0 | 10 | 0% | 0 | 0 | 10 | 4% | 0 | 35 | +15 Minimum Air Spell Dmg +10% Summoning Familiar damage added as extra damage to Barrier +30 Flat Barrier damage added to Summon Familiar +10% chance to dodge Crystallization from being applied |
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0 | 10 | 0% | 0 | 0 | 10 | 4% | 0 | 39 | +15 Minimum Water Spell Dmg +10% Summoning Familiar damage added as extra damage to Barrier +30 Flat Barrier damage added to Summon Familiar +10% chance to dodge Crystallization from being applied |
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0 | 10 | 0% | 0 | 0 | 10 | 4% | 0 | 43 | +15 Minimum Earth Spell Dmg +10% Summoning Familiar damage added as extra damage to Barrier +30 Flat Barrier damage added to Summon Familiar +10% chance to dodge Crystallization from being applied |
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0 | 10 | 0% | 0 | 0 | 10 | 4% | 0 | 48 | +10% chance to dodge Crystallization from being applied +10% Summoning Familiar damage added as extra damage to Barrier +15 Minimum Fire Spell Dmg +30 Flat Barrier damage added to Summon Familiar |
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0 | 22 | 0% | 0 | 0 | 22 | 5% | 0 | 65 | +20 Minimum Air Spell Dmg +15% Summoning Familiar damage added as extra damage to Barrier +30 Flat Barrier damage added to Summon Familiar +20% chance to dodge Crystallization from being applied |
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0 | 22 | 0% | 0 | 0 | 22 | 5% | 0 | 69 | +20 Minimum Water Spell Dmg +15% Summoning Familiar damage added as extra damage to Barrier +30 Flat Barrier damage added to Summon Familiar +20% chance to dodge Crystallization from being applied |
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0 | 22 | 0% | 0 | 0 | 22 | 5% | 0 | 73 | +20 Minimum Earth Spell Dmg +15% Summoning Familiar damage added as extra damage to Barrier +30 Flat Barrier damage added to Summon Familiar +20% chance to dodge Crystallization from being applied |
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0 | 22 | 0% | 0 | 0 | 22 | 5% | 0 | 78 | +20% chance to dodge Crystallization from being applied +15% Summoning Familiar damage added as extra damage to Barrier +20 Minimum Fire Spell Dmg +30 Flat Barrier damage added to Summon Familiar |
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0 | 28 | 3% | 0 | 0 | 28 | 5% | 0 | 70 | +6% Maximum Hit when using Surge spells +25% Summoning Familiar damage added as extra damage to Barrier +35% chance to dodge Crystallization from being applied +5 Minimum Spell Damage +40 Flat Barrier damage added to Summon Familiar +6% Accuracy Rating when using Surge spells |
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0 | 10 | 3% | 0 | 0 | 10 | 2% | 0 | 10 | +20 Max Hit when using Bolt spells |
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0 | 34 | 24% | 14 | 7 | 34 | 8% | 0 | 85 | +35% chance to dodge Crystallization from being applied +40% Summoning Familiar damage added as extra damage to Barrier +55 Flat Barrier damage added to Summon Familiar +25 minimum Elemental Spell Damage |
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0 | 34 | 24% | 14 | 7 | 34 | 8% | 0 | 85 | +1% chance to apply Crystallization to the Target when attacking (Target is stunned and takes +50% Damage during effect) +40% Summoning Familiar damage added as extra damage to Barrier +25 minimum Elemental Spell Damage +35% chance to dodge Crystal Sanction from being applied +35% chance to dodge Crystallization from being applied +55 Flat Barrier damage added to Summon Familiar |
Legs
Attack Bonus | % Dmg Bonus | Defence Bonus | DR | Lvl Req | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Item | Name | Modifiers | |||||||||
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Green Wizard Bottoms | 0 | 2 | 2% | 0 | 0 | 2 | 1% | 0 | 1 | |
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Blue Wizard Bottoms | 0 | 8 | 3% | 0 | 0 | 8 | 2% | 0 | 10 | |
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Red Wizard Bottoms | 0 | 15 | 4% | 0 | 0 | 15 | 3% | 0 | 30 | |
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Black Wizard Bottoms | 0 | 17 | 5% | 0 | 0 | 17 | 4% | 0 | 50 | |
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Ancient Wizard Bottoms | 0 | 20 | 3% | 0 | 0 | 20 | 5% | 0 | 70 | +6% Maximum Hit when using Surge spells +5 minimum Elemental Spell Damage +6% Accuracy Rating when using Surge spells |
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Glacia God Platelegs | 0 | 24 | 10% | 10 | 5 | 24 | 8% | 0 | 85 | +25 minimum Elemental Spell Damage |
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Air Acolyte Wizard Bottoms | 0 | 2 | 0% | 0 | 0 | 2 | 0% | 0 | 1 | +5 Minimum Air Spell Dmg |
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Water Acolyte Wizard Bottoms | 0 | 2 | 0% | 0 | 0 | 2 | 0% | 0 | 5 | +5 Minimum Water Spell Dmg |
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Earth Acolyte Wizard Bottoms | 0 | 2 | 0% | 0 | 0 | 2 | 0% | 0 | 9 | +5 Minimum Earth Spell Dmg |
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Fire Acolyte Wizard Bottoms | 0 | 2 | 0% | 0 | 0 | 2 | 0% | 0 | 14 | +5 Minimum Fire Spell Dmg |
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Air Adept Wizard Bottoms | 0 | 8 | 0% | 0 | 0 | 8 | 4% | 0 | 35 | +15 Minimum Air Spell Dmg |
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Water Adept Wizard Bottoms | 0 | 8 | 0% | 0 | 0 | 8 | 4% | 0 | 39 | +15 Minimum Water Spell Dmg |
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Earth Adept Wizard Bottoms | 0 | 8 | 0% | 0 | 0 | 8 | 4% | 0 | 43 | +15 Minimum Earth Spell Dmg |
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Fire Adept Wizard Bottoms | 0 | 8 | 0% | 0 | 0 | 8 | 4% | 0 | 48 | +15 Minimum Fire Spell Dmg |
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Air Expert Wizard Bottoms | 0 | 17 | 0% | 0 | 0 | 17 | 5% | 0 | 65 | +20 Minimum Air Spell Dmg |
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Water Expert Wizard Bottoms | 0 | 17 | 0% | 0 | 0 | 17 | 5% | 0 | 69 | +20 Minimum Water Spell Dmg |
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Earth Expert Wizard Bottoms | 0 | 17 | 0% | 0 | 0 | 17 | 5% | 0 | 73 | +20 Minimum Earth Spell Dmg |
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Fire Expert Wizard Bottoms | 0 | 17 | 0% | 0 | 0 | 17 | 5% | 0 | 78 | +20 Minimum Fire Spell Dmg |
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Miolite Platelegs | -21 | 12 | 0% | 47 | -4 | 12 | 2% | 40 | 40 | |
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0 | 26 | 11% | 11 | 6 | 26 | 9% | 0 | 100 | +5% Accuracy Rating when using Archaic Spells that use Poison Runes | |
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0 | 26 | 11% | 11 | 6 | 26 | 9% | 0 | 100 | +5% Accuracy Rating when using Archaic Spells that use Infernal Runes | |
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0 | 26 | 11% | 11 | 6 | 26 | 9% | 0 | 100 | +5% Accuracy Rating when using Archaic Spells that use Lightning Runes | |
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0 | 28 | 12% | 12 | 8 | 28 | 10% | 0 | 105 | +10% Accuracy Rating when using Archaic Spells that use Poison Runes | |
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0 | 28 | 12% | 12 | 8 | 28 | 10% | 0 | 105 | +10% Accuracy Rating when using Archaic Spells that use Infernal Runes | |
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0 | 28 | 12% | 12 | 8 | 28 | 10% | 0 | 105 | +10% Accuracy Rating when using Archaic Spells that use Lightning Runes | |
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0 | 30 | 13% | 13 | 9 | 30 | 11% | 0 | 110 | +15% Accuracy Rating when using Archaic Spells that use Poison Runes | |
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0 | 30 | 13% | 13 | 9 | 30 | 11% | 0 | 110 | +15% Accuracy Rating when using Archaic Spells that use Infernal Runes | |
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0 | 30 | 13% | 13 | 9 | 30 | 11% | 0 | 110 | +15% Accuracy Rating when using Archaic Spells that use Lightning Runes | |
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0 | 30 | 25% | 13 | 6 | 30 | 14% | 0 | 120 | ||
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0 | 2 | 0% | 0 | 0 | 2 | 0% | 0 | 1 | +5 Minimum Air Spell Dmg +5% Summoning Familiar damage added as extra damage to Barrier +10 Flat Barrier damage added to Summon Familiar +5% chance to dodge Crystallization from being applied |
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0 | 2 | 0% | 0 | 0 | 2 | 0% | 0 | 5 | +5 Minimum Water Spell Dmg +5% Summoning Familiar damage added as extra damage to Barrier +10 Flat Barrier damage added to Summon Familiar +5% chance to dodge Crystallization from being applied |
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0 | 2 | 0% | 0 | 0 | 2 | 0% | 0 | 9 | +5 Minimum Earth Spell Dmg +5% Summoning Familiar damage added as extra damage to Barrier +10 Flat Barrier damage added to Summon Familiar +5% chance to dodge Crystallization from being applied |
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0 | 2 | 0% | 0 | 0 | 2 | 0% | 0 | 14 | +5% chance to dodge Crystallization from being applied +5% Summoning Familiar damage added as extra damage to Barrier +10 Flat Barrier damage added to Summon Familiar +5 Minimum Fire Spell Dmg |
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0 | 8 | 0% | 0 | 0 | 8 | 4% | 0 | 35 | +15 Minimum Air Spell Dmg +10% Summoning Familiar damage added as extra damage to Barrier +30 Flat Barrier damage added to Summon Familiar +10% chance to dodge Crystallization from being applied |
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0 | 8 | 0% | 0 | 0 | 8 | 4% | 0 | 39 | +15 Minimum Water Spell Dmg +10% Summoning Familiar damage added as extra damage to Barrier +30 Flat Barrier damage added to Summon Familiar +10% chance to dodge Crystallization from being applied |
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0 | 8 | 0% | 0 | 0 | 8 | 4% | 0 | 43 | +15 Minimum Earth Spell Dmg +10% Summoning Familiar damage added as extra damage to Barrier +30 Flat Barrier damage added to Summon Familiar +10% chance to dodge Crystallization from being applied |
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0 | 8 | 0% | 0 | 0 | 8 | 4% | 0 | 48 | +10% chance to dodge Crystallization from being applied +10% Summoning Familiar damage added as extra damage to Barrier +15 Minimum Fire Spell Dmg +30 Flat Barrier damage added to Summon Familiar |
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0 | 17 | 0% | 0 | 0 | 17 | 5% | 0 | 65 | +20 Minimum Air Spell Dmg +15% Summoning Familiar damage added as extra damage to Barrier +30 Flat Barrier damage added to Summon Familiar +20% chance to dodge Crystallization from being applied |
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0 | 17 | 0% | 0 | 0 | 17 | 5% | 0 | 69 | +20 Minimum Water Spell Dmg +15% Summoning Familiar damage added as extra damage to Barrier +30 Flat Barrier damage added to Summon Familiar +20% chance to dodge Crystallization from being applied |
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0 | 17 | 0% | 0 | 0 | 17 | 5% | 0 | 73 | +20 Minimum Earth Spell Dmg +15% Summoning Familiar damage added as extra damage to Barrier +30 Flat Barrier damage added to Summon Familiar +20% chance to dodge Crystallization from being applied |
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0 | 17 | 0% | 0 | 0 | 17 | 5% | 0 | 78 | +20% chance to dodge Crystallization from being applied +15% Summoning Familiar damage added as extra damage to Barrier +20 Minimum Fire Spell Dmg +30 Flat Barrier damage added to Summon Familiar |
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0 | 20 | 3% | 0 | 0 | 20 | 5% | 0 | 70 | +6% Maximum Hit when using Surge spells +25% Summoning Familiar damage added as extra damage to Barrier +35% chance to dodge Crystallization from being applied +5 Minimum Spell Damage +40 Flat Barrier damage added to Summon Familiar +6% Accuracy Rating when using Surge spells |
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0 | 24 | 10% | 10 | 5 | 24 | 8% | 0 | 85 | +35% chance to dodge Crystallization from being applied +40% Summoning Familiar damage added as extra damage to Barrier +55 Flat Barrier damage added to Summon Familiar +25 minimum Elemental Spell Damage |
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0 | 24 | 10% | 10 | 5 | 24 | 8% | 0 | 85 | +1% chance to apply Crystallization to the Target when attacking (Target is stunned and takes +50% Damage during effect) +40% Summoning Familiar damage added as extra damage to Barrier +25 minimum Elemental Spell Damage +35% chance to dodge Crystal Sanction from being applied +35% chance to dodge Crystallization from being applied +55 Flat Barrier damage added to Summon Familiar |
Boots
Attack Bonus | % Dmg Bonus | Defence Bonus | DR | Lvl Req | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Item | Name | Modifiers | |||||||||
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Green Wizard Boots | 0 | 1 | 2% | 0 | 0 | 1 | 1% | 0 | 1 | |
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Blue Wizard Boots | 0 | 2 | 3% | 0 | 0 | 2 | 2% | 0 | 10 | |
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Red Wizard Boots | 0 | 3 | 4% | 0 | 0 | 3 | 3% | 0 | 30 | |
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Black Wizard Boots | 0 | 5 | 5% | 0 | 0 | 5 | 4% | 0 | 50 | |
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Ancient Wizard Boots | 0 | 7 | 1% | 0 | 0 | 7 | 5% | 0 | 70 | +6% Maximum Hit when using Surge spells +5 minimum Elemental Spell Damage +6% Accuracy Rating when using Surge spells |
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Glacia God Boots | 0 | 9 | 6% | 8 | 4 | 9 | 8% | 0 | 85 | +25 minimum Elemental Spell Damage |
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Air Acolyte Wizard Boots | 0 | 1 | 0% | 0 | 0 | 1 | 0% | 0 | 1 | +5 Minimum Air Spell Dmg |
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Water Acolyte Wizard Boots | 0 | 1 | 0% | 0 | 0 | 1 | 0% | 0 | 5 | +5 Minimum Water Spell Dmg |
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Earth Acolyte Wizard Boots | 0 | 1 | 0% | 0 | 0 | 1 | 0% | 0 | 9 | +5 Minimum Earth Spell Dmg |
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Fire Acolyte Wizard Boots | 0 | 1 | 0% | 0 | 0 | 1 | 0% | 0 | 14 | +5 Minimum Fire Spell Dmg |
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Air Adept Wizard Boots | 0 | 2 | 0% | 0 | 0 | 2 | 4% | 0 | 35 | +15 Minimum Air Spell Dmg |
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Water Adept Wizard Boots | 0 | 2 | 0% | 0 | 0 | 2 | 4% | 0 | 39 | +15 Minimum Water Spell Dmg |
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Earth Adept Wizard Boots | 0 | 2 | 0% | 0 | 0 | 2 | 4% | 0 | 43 | +15 Minimum Earth Spell Dmg |
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Fire Adept Wizard Boots | 0 | 2 | 0% | 0 | 0 | 2 | 4% | 0 | 48 | +15 Minimum Fire Spell Dmg |
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Air Expert Wizard Boots | 0 | 5 | 0% | 0 | 0 | 5 | 5% | 0 | 65 | +20 Minimum Air Spell Dmg |
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Water Expert Wizard Boots | 0 | 5 | 0% | 0 | 0 | 5 | 5% | 0 | 69 | +20 Minimum Water Spell Dmg |
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Earth Expert Wizard Boots | 0 | 5 | 0% | 0 | 0 | 5 | 5% | 0 | 73 | +20 Minimum Earth Spell Dmg |
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Fire Expert Wizard Boots | 0 | 5 | 0% | 0 | 0 | 5 | 5% | 0 | 78 | +20 Minimum Fire Spell Dmg |
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Miolite Boots | -3 | 3 | 0% | 10 | 0 | 3 | 2% | 40 | 40 | |
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0 | 10 | 5% | 9 | 5 | 10 | 9% | 0 | 100 | +5% Accuracy Rating when using Archaic Spells that use Poison Runes | |
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0 | 10 | 5% | 9 | 5 | 10 | 9% | 0 | 100 | +5% Accuracy Rating when using Archaic Spells that use Infernal Runes | |
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0 | 10 | 5% | 9 | 5 | 10 | 9% | 0 | 100 | +5% Accuracy Rating when using Archaic Spells that use Lightning Runes | |
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0 | 11 | 6% | 10 | 6 | 11 | 10% | 0 | 105 | +10% Accuracy Rating when using Archaic Spells that use Poison Runes | |
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0 | 11 | 6% | 10 | 6 | 11 | 10% | 0 | 105 | +10% Accuracy Rating when using Archaic Spells that use Infernal Runes | |
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0 | 11 | 6% | 10 | 6 | 11 | 10% | 0 | 105 | +10% Accuracy Rating when using Archaic Spells that use Lightning Runes | |
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0 | 12 | 7% | 11 | 7 | 12 | 11% | 0 | 110 | +15% Accuracy Rating when using Archaic Spells that use Poison Runes | |
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0 | 12 | 7% | 11 | 7 | 12 | 11% | 0 | 110 | +15% Accuracy Rating when using Archaic Spells that use Infernal Runes | |
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0 | 12 | 7% | 11 | 7 | 12 | 11% | 0 | 110 | +15% Accuracy Rating when using Archaic Spells that use Lightning Runes | |
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0 | 10 | 5% | 9 | 5 | 10 | 12% | 0 | 110 | +15% chance to ignore Slow effects | |
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0 | 10 | 5% | 9 | 5 | 10 | 11% | 110 | 0 | ||
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0 | 11 | 6% | 10 | 6 | 11 | 12% | 110 | 110 | +30% chance to ignore Slow effects | |
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0 | 12 | 15% | 10 | 5 | 12 | 14% | 0 | 120 | ||
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0 | 9 | 6% | 8 | 4 | 9 | 8% | 0 | 85 | +35% chance to dodge Crystallization from being applied +40% Summoning Familiar damage added as extra damage to Barrier +55 Flat Barrier damage added to Summon Familiar +25 minimum Elemental Spell Damage |
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0 | 9 | 6% | 8 | 4 | 9 | 8% | 0 | 85 | +1% chance to apply Crystallization to the Target when attacking (Target is stunned and takes +50% Damage during effect) +40% Summoning Familiar damage added as extra damage to Barrier +25 minimum Elemental Spell Damage +35% chance to dodge Crystal Sanction from being applied +35% chance to dodge Crystallization from being applied +55 Flat Barrier damage added to Summon Familiar |
Gloves
Attack Bonus | Str. Bonus | % Dmg Bonus | Defence Bonus | DR | Lvl Req | ||||||
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Item | Name | Description | |||||||||
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Glacia God Gloves | 0 | 6 | 0 | 4% | 6 | 3 | 6 | 8% | 85 | Passive: +25 Minimum Damage when using Air, Water, Earth or Fire Spells. |
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Elementalist Gloves | -4 | 15 | -2 | 15% | 0 | -6 | 0 | 0% | 0 | |
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Burning Madness Gloves | 0 | 12 | 0 | 10% | 7 | 4 | 7 | 8% | 85 | Passive: +10% chance to ignore Slow effects, +10% chance to ignore Frostburn and +10% chance to ignore burn. When equipped with Burning Madness Ring: +20% Global Accuracy Rating and +20% Global Maximum Hit when you are Slowed, Frostburned or Burning. |
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0 | 8 | 0 | 20% | 8 | 4 | 8 | 14% | 120 | ||
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0 | 12 | 0 | 3% | -9 | -9 | -9 | 5% | 45 | Allows for Unholy Prayers to be used +5% chance to preserve Prayer Points for Unholy Prayers +1 Unholy Mark stacks applied when hitting with an attack |
Shields
Attack Bonus | Str. Bonus | % Dmg Bonus | Defence Bonus | DR | Lvl Req | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Item | Name | Description | |||||||||||||
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Enchanted Shield | 0 | 0 | 0 | -4 | 12 | -8 | 0% | 0 | -6 | 20 | 0% | 0 | 0 | |
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Book of Eli | 0 | 0 | 0 | 0 | 15 | 0 | 10% | 0 | 0 | 18 | 0% | 0 | 1 | Created by Patreon (Eliass) Reduces the Light Rune cost of Auroras only by 1 when equipped as an Off-hand. Grants access to Tier III Auroras when equipped. |
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Miolite Shield | 0 | 0 | 0 | -8 | 22 | 0 | 0% | 42 | -1 | 14 | 2% | 40 | 40 | |
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Book of Occults | 0 | 0 | 0 | 0 | 12 | 0 | 6% | 0 | 0 | 13 | 0% | 0 | 1 | Reduces the Body Rune cost of Magic Spells by 1 when equipped as an Off-hand. +20% Summoning Maximum Hit. |
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Shield of Magic Power | 0 | 0 | 0 | 0 | 0 | 0 | 0% | 0 | 0 | 0 | 9% | 0 | 99 | Passive: +10% Magic Maximum Hit and +10% chance to apply Burn, Frostburn or Freeze when hitting with a Magic attack. Enemies have -5% Damage Reduction. |
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0 | 0 | 0 | 0 | 20 | 0 | 12% | 0 | 0 | 23 | 0% | 0 | 110 | Reduces the Fire Rune cost of Magic Spells by 4 when equipped as an Offhand. | |
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0 | 0 | 0 | 0 | 23 | 0 | 18% | 0 | 0 | 26 | 0% | 0 | 110 | +15% Magic Damage Bonus from Equipment and +25% Summoning Maximum Hit. Reduces the Light, Body and Fire Rune costs of spells by 2 when equipped as an Offhand, and grants access to Tier IV Auroras when equipped. | |
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0 | 0 | 0 | -4 | 16 | -8 | 0% | 0 | -6 | 27 | 7% | 0 | 75 | +10% chance to inflict a Burn to the Attacker when hit (once per turn) +10% chance to inflict Frostburn to the Attacker when hit (once per turn) |
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0 | 0 | 0 | -4 | 14 | -8 | 0% | 0 | -6 | 24 | 4% | 0 | 50 | +10% Magic Max Hit when at least one Prayer is active +4% Damage Reduction when at least one Prayer is active |
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0 | 0 | 0 | -4 | 18 | -8 | 0% | 0 | -6 | 31 | 8% | 0 | 85 | |
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0 | 0 | 0 | 0 | 0 | 0 | 0% | 0 | 0 | 0 | 0% | 0 | 65 | Enables the use of some Magic Curses while equipped. |
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8 | 8 | 8 | 8 | 8 | 0 | 0% | 0 | 0 | 0 | 8% | 0 | 80 | -30% Global Evasion. When equipped with Water Crown: -10% damage taken during Stun, Freeze or Crystallize. |
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0 | 0 | 0 | 0 | 0 | 0 | 0% | 0 | 0 | 0 | 0% | 0 | 78 | Enables the use of new Ancient Magic Spells while equipped. |
Capes
Attack Bonus | Str. Bonus | % Dmg Bonus | Defence Bonus | DR | Lvl Req | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Item | Name | |||||||||||||
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Enchanted Cape | 0 | 0 | 0 | 0 | 9 | 0 | 0 | 2% | 0 | 0 | 9 | 0% | 0 |
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Skull Cape | -10 | -10 | -10 | -20 | 20 | -8 | -8 | 5% | 20 | -20 | 20 | 3% | 0 |
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Magic Skillcape | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0% | 9 | 9 | 9 | 0% | 99 |
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0 | 0 | 0 | 0 | 100 | 0 | 0 | 0% | 9 | 9 | 9 | 0% | 120 |
Melvor Idle version v1.2.2 (Released: 15th November 2023) | |||||||||||||||||||
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Reference Tables: Items, Equipment, Experience Table, Upgrading Items, Combat Areas, Slayer Areas, Dungeons, Chest Loot Tables, Monsters, Monster Loot Tables |