Magic: Difference between revisions

From Melvor Idle
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{{V|1.0.2}}
{{V|1.0.3}}


[[File:Magic (skill).svg|thumb|right|Magic]]
[[File:Magic (skill).svg|thumb|right|Magic]]
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There are two Magic attack styles: Magic and Defensive. The only difference is in what experience is earned while using them:
There are two Magic attack styles: Magic and Defensive. The only difference is in what experience is earned while using them:


When using the Magic attack style, the player receives 0.4 {{Skill|Magic}} XP per point of damage dealt.
When using the Magic attack style, the player receives 0.4 {{Skill|Magic|nolink=true}} XP per point of damage dealt.


When using the Defensive attack style, the player instead receives 0.2 {{Skill|Magic}} XP and 0.2 {{Skill|Defence}} XP per point of damage dealt.
When using the Defensive attack style, the player instead receives 0.2 {{Skill|Magic|nolink=true}} XP and 0.2 {{Skill|Defence}} XP per point of damage dealt.


=== Rune Preservation ===
=== Rune Preservation ===
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== Equipment ==
== Equipment ==
=== Staves ===
=== Staves ===
Staves can be crafted from elemental runes and logs with {{Skill | Runecrafting}} or looted from monsters. When equipped, staves reduce the need to use {{ItemIcon|Air Rune|Air}}, {{ItemIcon|Water Rune|Water}}, {{ItemIcon|Earth Rune|Earth}}, or {{ItemIcon|Fire Rune|Fire}} runes, depending on the staff type.  
Elemental staves can be crafted from elemental runes and logs with {{Skill|Runecrafting}} or looted from monsters. When equipped, staves reduce the need to use {{ItemIcon|Air Rune|Air}}, {{ItemIcon|Water Rune|Water}}, {{ItemIcon|Earth Rune|Earth}}, or {{ItemIcon|Fire Rune|Fire}} runes, depending on the staff type.


The {{ItemIcon|Cloudburst Staff}} is the only staff that cannot be crafted.  
The {{ItemIcon|Nature's Call Staff}} and {{ItemIcon|Nature's Wrath Staff}} can be created by upgrading monster drops. When equipped, these staves allow the casting of {{Icon|Nature's Call|type=spell}} and {{Icon|Nature's Wrath|type=spell}} respectively. Additionally, both staves reduce the {{ItemIcon|Nature Rune}} cost of spells by 1.
 
The {{ItemIcon|Cloudburst Staff}} is the only staff that cannot be crafted.


All staves are two-handed.
All staves are two-handed.
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{| class="wikitable"
{| class="wikitable"
|-
|-
! rowspan=2 | Staff </br> Tier
! rowspan=2 | Staff <br /> Tier
! rowspan=2 | Magic </br> Level
! rowspan=2 | Magic <br /> Level
! colspan=4 | {{Skill | Runecrafting}} Level
! colspan=4 | {{Skill | Runecrafting}} Level
|-
|-
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|-
|-
| Staff  
| Staff  
| style="text-align: right" | 1  
| style="text-align:right" | 1  
| style="text-align: right" | 1  
| style="text-align:right" | 1  
| style="text-align: right" | 5  
| style="text-align:right" | 5  
| style="text-align: right" | 9  
| style="text-align:right" | 9  
| style="text-align: right" | 14
| style="text-align:right" | 14
|-
|-
| Battlestaff  
| Battlestaff  
| style="text-align: right" | 30  
| style="text-align:right" | 30  
| style="text-align: right" | 30  
| style="text-align:right" | 30  
| style="text-align: right" | 35  
| style="text-align:right" | 35  
| style="text-align: right" | 39  
| style="text-align:right" | 39  
| style="text-align: right" | 44
| style="text-align:right" | 44
|-
|-
| Mystic Staff  
| Mystic Staff  
| style="text-align: right" | 40  
| style="text-align:right" | 40  
| style="text-align: right" | 70  
| style="text-align:right" | 70  
| style="text-align: right" | 75  
| style="text-align:right" | 75  
| style="text-align: right" | 79  
| style="text-align:right" | 79  
| style="text-align: right" | 84
| style="text-align:right" | 84
|-
| {{ItemIcon|Nature's Call Staff}}
| style="text-align:right" | 40
| style="text-align:center" colspan=4 | N/A
|-
| {{ItemIcon|Nature's Wrath Staff}}
| style="text-align:right" | 65
| style="text-align:center" colspan=4 | N/A
|-
|-
| {{ItemIcon|Cloudburst Staff}}  
| {{ItemIcon|Cloudburst Staff}}  
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=== Wands ===
=== Wands ===
Wands are one-handed, meaning they can be used with the off hand equipment. Magic imbued wands can be crafted through {{Skill|Runecrafting}} using {{ItemIcon|Magic Wand (Elite)}}. When equipped, Magic imbued wands reduces the amount of {{ItemIcon|Air Rune|Air}}, {{ItemIcon|Water Rune|Water}}, {{ItemIcon|Earth Rune|Earth}}, or {{ItemIcon|Fire Rune|Fire}} runes needed to cast a spell by 3, depending on the wand type.
Wands are one-handed, meaning they can be used with [[#Shields|off hand equipment]]. Magic imbued wands can be crafted through {{Skill|Runecrafting}} using {{ItemIcon|Magic Wand (Elite)}}. When equipped, Magic imbued wands reduces the amount of {{ItemIcon|Air Rune|Air}}, {{ItemIcon|Water Rune|Water}}, {{ItemIcon|Earth Rune|Earth}}, or {{ItemIcon|Fire Rune|Fire}} runes needed to cast a spell by 3, depending on the wand type.


{| class="wikitable sortable"
{| class="wikitable sortable"
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| Glacia God
| Glacia God
| Unlike other robe sets, also includes a pair of {{ItemIcon|Glacia God Gloves|Gloves}}.<br/>+10 minimum damage with combat spells of any element per piece.
| Unlike other robe sets, also includes a pair of {{ItemIcon|Glacia God Gloves|Gloves}}.<br/>+10 minimum damage with combat spells of any element per piece.
|}
=== Other Armour Pieces ===
{| class="wikitable sortable"
!Magic Level
!Name
|-
| 0
| {{ItemIcon|Elementalist Gloves}}
|}
=== Offhand ===
{| class="wikitable sortable"
!Magic Level
!Name
|-
| 0
| {{ItemIcon|Enchanted Shield}}
|-
| 1
| {{ItemIcon|Book of Eli}}
|-
| 1
| {{ItemIcon|Book of Occults}}
|-
| 40
| {{ItemIcon|Miolite Shield}}
|}
=== Cape ===
{| class="wikitable sortable"
!Magic Level
!Name
|-
| 0
| {{ItemIcon|Enchanted Cape}}
|-
| 0
| {{ItemIcon|Skull Cape}}
|-
| 99
| {{ItemIcon|Magic Skillcape}}
|}
|}


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=== Standard Magic ===
=== Standard Magic ===
{{MagicSpellsTable}}
{{MagicSpellsTable}}
=== Curses ===
=== Curses ===
When cast, all curses remain in effect for 3 attack turns.
When cast, all curses remain in effect for 3 attack turns.
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=== Auroras ===
=== Auroras ===
{{MagicAuroraTable}}
{{MagicAuroraTable}}
=== Ancient Magicks ===
=== Ancient Magicks ===
Ancient Magicks are powerful offensive spells that can be cast in place of Standard Magic. Auroras, such as {{Icon|Surge II|type=aurora}} for instance, can be used with Ancient Magicks, however effects that increase damage do nothing. In addition, the damage from Ancient Magicks is not increased by any bonuses provided by [[Equipment]], although accuracy rating is. Curses cannot be used with Ancient Magicks.
Ancient Magicks are powerful offensive spells that can be cast in place of Standard Magic. Auroras, such as {{Icon|Surge II|type=aurora}} for instance, can be used with Ancient Magicks, however effects that increase damage do nothing. In addition, the damage from Ancient Magicks is not increased by any bonuses provided by [[Equipment]], although accuracy rating is. Curses cannot be used with Ancient Magicks.

Revision as of 22:13, 20 March 2022

This page was last updated for (v1.0.3).
Magic

Magic is used to cast damage dealing spells with a wand or staff equipped, provided the player has the required Runes in their Bank and the desired spell unlocked.

Mechanics

Magic skill level increases Magic Accuracy Rating and Maximum Hit (0.5% per level) when using spells and Magic Evasion Rating when defending from spells. Raising Magic to Magic Level 99 will unlock the Magic Skillcape for purchase from the Shop. Equipping the Magic Skillcape doubles the rune saving power of staves and imbued wands.

Attack Styles

There are two Magic attack styles: Magic and Defensive. The only difference is in what experience is earned while using them:

When using the Magic attack style, the player receives 0.4 Magic XP per point of damage dealt.

When using the Defensive attack style, the player instead receives 0.2 Magic XP and 0.2 Defence XP per point of damage dealt.

Rune Preservation

Rune preservation is a bonus which applies whenever a spell is cast, and provides a chance that the spell will be cast without any runes being consumed. The various things which can provide this bonus are listed below.

Alternative Magic

Alternative Magic (Alt Magic) is an alternative method to train Magic using non-combat spells. It is still the same skill as Magic - all XP is shared.

Equipment

Staves

Elemental staves can be crafted from elemental runes and logs with Runecrafting or looted from monsters. When equipped, staves reduce the need to use Air, Water, Earth, or Fire runes, depending on the staff type.

The Nature's Call Staff and Nature's Wrath Staff can be created by upgrading monster drops. When equipped, these staves allow the casting of Nature's Call and Nature's Wrath respectively. Additionally, both staves reduce the Nature Rune cost of spells by 1.

The Cloudburst Staff is the only staff that cannot be crafted.

All staves are two-handed.

Staff
Tier
Magic
Level
Runecrafting Level
Air Water Earth Fire
Staff 1 1 5 9 14
Battlestaff 30 30 35 39 44
Mystic Staff 40 70 75 79 84
Nature's Call Staff 40 N/A
Nature's Wrath Staff 65 N/A
Cloudburst Staff 85 N/A

Wands

Wands are one-handed, meaning they can be used with off hand equipment. Magic imbued wands can be crafted through Runecrafting using Magic Wand (Elite). When equipped, Magic imbued wands reduces the amount of Air, Water, Earth, or Fire runes needed to cast a spell by 3, depending on the wand type.

Magic Level Wand Tier Rune discount
1 Basic 0
30 Powerful 0
60 Elite 0
70 Magic Imbued Wand 3
90 Ocean Song 4

Robes

Wizard Robes can be acquired through a few different sources:

A full list of the stats for each set of Wizard Robes can be found on the Equipment page.

Level Robe Tier Notes
1 Green
1 Slayer (Basic) +5% bonus Slayer XP and +5% Slayer Area Effect Negation per piece
Only two pieces (Hat and Robe)
1 Air Acolyte +5 minimum damage when using Air Spells per piece
5 Water Acolyte +5 minimum damage when using Water Spells per piece
9 Earth Acolyte +5 minimum damage when using Earth Spells per piece
10 Blue
14 Fire Acolyte +5 minimum damage when using Fire Spells per piece
30 Red
30 Slayer (Strong) +15% bonus Slayer XP and +10% Slayer Area Effect Negation per piece
Only two pieces (Hat and Robe)
35 Air Adept +15 minimum damage when using Air Spells per piece
39 Water Adept +15 minimum damage when using Water Spells per piece
40 Miolite No special bonuses
43 Earth Adept +15 minimum damage when using Earth Spells per piece
48 Fire Adept +15 minimum damage when using Fire Spells per piece
50 Black
60 Slayer (Elite) +30% bonus Slayer XP and +15% Slayer Area Effection Negation per piece
Only two pieces (Hat and Robe)
65 Air Expert +20 minimum damage when using Air Spells per piece
69 Water Expert +20 minimum damage when using Water Spells per piece
70 Ancient +5 Minimum Damage when using any elemental spell per piece
73 Earth Expert +20 minimum damage when using Earth Spells per piece
78 Fire Expert +20 minimum damage when using Fire Spells per piece
80 Slayer (Master) +40% bonus Slayer XP, +3% chance to receive double loot, and +20% Slayer Area Effect Negation per piece
Only two pieces (Hat and Robe)
85 Glacia God Unlike other robe sets, also includes a pair of Gloves.
+10 minimum damage with combat spells of any element per piece.

Spells

Standard Magic

Spell Requirements Spell Dmg Description Runes
Wind Strike Wind Strike Magic Level 1 20 Combat spell with a max hit of 20 2 Air Rune, 1 Mind Rune
Water Strike Water Strike Magic Level 3 45 Combat spell with a max hit of 45 1 Air Rune, 1 Mind Rune, 1 Water Rune
OR
1 Mist Rune, 1 Mind Rune
Earth Strike Earth Strike Magic Level 6 70 Combat spell with a max hit of 70 1 Air Rune, 1 Mind Rune, 1 Earth Rune
OR
1 Dust Rune, 1 Mind Rune
Fire Strike Fire Strike Magic Level 10 95 Combat spell with a max hit of 95 1 Air Rune, 1 Mind Rune, 1 Fire Rune
OR
1 Smoke Rune, 1 Mind Rune
Wind Bolt Wind Bolt Magic Level 14 90 Combat spell with a max hit of 90 4 Air Rune, 1 Chaos Rune
Water Bolt Water Bolt Magic Level 16 105 Combat spell with a max hit of 105 2 Air Rune, 1 Chaos Rune, 2 Water Rune
OR
2 Mist Rune, 1 Chaos Rune
Earth Bolt Earth Bolt Magic Level 19 120 Combat spell with a max hit of 120 2 Air Rune, 1 Chaos Rune, 3 Earth Rune
OR
2 Dust Rune, 1 Chaos Rune
Fire Bolt Fire Bolt Magic Level 23 135 Combat spell with a max hit of 135 3 Air Rune, 1 Chaos Rune, 4 Fire Rune
OR
3 Smoke Rune, 1 Chaos Rune
Wind Blast Wind Blast Magic Level 28 130 Combat spell with a max hit of 130 6 Air Rune, 1 Death Rune
Water Blast Water Blast Magic Level 30 145 Combat spell with a max hit of 145 3 Air Rune, 1 Death Rune, 4 Water Rune
OR
3 Mist Rune, 1 Death Rune
Earth Blast Earth Blast Magic Level 33 160 Combat spell with a max hit of 160 3 Air Rune, 1 Death Rune, 4 Earth Rune
OR
3 Dust Rune, 1 Death Rune
Fire Blast Fire Blast Magic Level 37 175 Combat spell with a max hit of 175 4 Air Rune, 1 Death Rune, 5 Fire Rune
OR
4 Smoke Rune, 1 Death Rune
Nature's Call Nature's Call Magic Level 40
Nature's Call Staff Equipped
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 Air Rune, 2 Water Rune, 2 Earth Rune, 2 Fire Rune, 2 Nature Rune
OR
2 Steam Rune, 2 Dust Rune, 2 Nature Rune
Wind Wave Wind Wave Magic Level 43 170 Combat spell with a max hit of 170 10 Air Rune, 1 Blood Rune
Water Wave Water Wave Magic Level 45 185 Combat spell with a max hit of 185 5 Air Rune, 1 Blood Rune, 7 Water Rune
OR
5 Mist Rune, 1 Blood Rune
Earth Wave Earth Wave Magic Level 48 200 Combat spell with a max hit of 200 5 Air Rune, 1 Blood Rune, 7 Earth Rune
OR
5 Dust Rune, 1 Blood Rune
Fire Wave Fire Wave Magic Level 52 215 Combat spell with a max hit of 215 5 Air Rune, 1 Blood Rune, 7 Fire Rune
OR
5 Smoke Rune, 1 Blood Rune
Wind Surge Wind Surge Magic Level 57 210 Combat spell with a max hit of 210 10 Air Rune, 1 Ancient Rune
Water Surge Water Surge Magic Level 61 225 Combat spell with a max hit of 225 7 Air Rune, 1 Ancient Rune, 10 Water Rune
OR
7 Mist Rune, 1 Ancient Rune
Earth Surge Earth Surge Magic Level 64 240 Combat spell with a max hit of 240 7 Air Rune, 1 Ancient Rune, 10 Earth Rune
OR
7 Dust Rune, 1 Ancient Rune
Nature's Wrath Nature's Wrath Magic Level 65
Nature's Wrath Staff Equipped
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 Air Rune, 4 Water Rune, 4 Earth Rune, 4 Fire Rune, 4 Nature Rune
OR
4 Steam Rune, 4 Dust Rune, 4 Nature Rune
Fire Surge Fire Surge Magic Level 68 255 Combat spell with a max hit of 255 7 Air Rune, 1 Ancient Rune, 10 Fire Rune
OR
7 Smoke Rune, 1 Ancient Rune

Curses

When cast, all curses remain in effect for 3 attack turns.

Spell Requirements Description Runes
Blinding I Blinding I Magic Level 10 Enemies are inflicted with:
-5% Global Accuracy
2 Mind Rune, 1 Body Rune
Soul Split I Soul Split I Magic Level 15 Enemies are inflicted with:
-5% Magic Evasion
1 Mind Rune, 1 Body Rune, 1 Chaos Rune
Weakening I Weakening I Magic Level 20 Enemies are inflicted with:
-5% Maximum Hit
3 Mind Rune, 1 Body Rune
Anguish I Anguish I Magic Level 30 Enemies are inflicted with:
+5% more Damage taken
2 Body Rune, 1 Death Rune
Blinding II Blinding II Magic Level 30 Enemies are inflicted with:
-10% Global Accuracy
3 Mind Rune, 1 Body Rune
Soul Split II Soul Split II Magic Level 35 Enemies are inflicted with:
-10% Magic Evasion
2 Mind Rune, 2 Body Rune, 1 Chaos Rune
Weakening II Weakening II Magic Level 40 Enemies are inflicted with:
-10% Maximum Hit
3 Mind Rune, 1 Body Rune
Confusion Confusion Magic Level 45 Enemies are inflicted with:
+3% of remaining Hitpoints taken as damage on a successful attack (once per turn)
3 Mind Rune, 2 Body Rune, 1 Chaos Rune
Anguish II Anguish II Magic Level 50 Enemies are inflicted with:
+10% more Damage taken
3 Body Rune, 2 Death Rune
Blinding III Blinding III Magic Level 50 Enemies are inflicted with:
-15% Global Accuracy
4 Mind Rune, 2 Body Rune, 2 Havoc Rune
Soul Split III Soul Split III Magic Level 55 Enemies are inflicted with:
-15% Magic Evasion
3 Mind Rune, 3 Body Rune, 2 Chaos Rune, 1 Havoc Rune
Weakening III Weakening III Magic Level 60 Enemies are inflicted with:
-15% Maximum Hit
3 Mind Rune, 1 Body Rune, 2 Havoc Rune
Fatigue Fatigue Magic Level 65
Cursed Arcana Equipped
Enemies are inflicted with:
+5% Attack Interval
-5% Maximum Hit
3 Mind Rune, 3 Body Rune, 2 Havoc Rune
Anguish III Anguish III Magic Level 70 Enemies are inflicted with:
+15% more Damage taken
4 Body Rune, 3 Death Rune, 2 Havoc Rune
Decay Decay Magic Level 80 Enemies are inflicted with:
-10% Global Evasion
+2% of Maximum Hitpoints taken as damage on a successful attack (once per turn)
2 Havoc Rune, 1 Death Rune, 3 Blood Rune
Petrified Petrified Magic Level 90
Cursed Arcana Equipped
Enemies are inflicted with:
-15% Global Accuracy
-10% Global Evasion
+5% more Damage taken
5 Body Rune, 3 Death Rune, 3 Havoc Rune
Madness Madness Magic Level 105
Complete Cursed Forest 25 times
Enemies are inflicted with:
-25% Global Accuracy
-5% Damage Reduction
5 Decay Rune, 6 Despair Rune
Torment Torment Magic Level 110
Complete Cursed Forest 50 times
Enemies are inflicted with:
-25% Global Evasion
+10% more Damage taken
6 Decay Rune, 7 Despair Rune, 3 Soul Rune
Despair Despair Magic Level 115
Complete Cursed Forest 100 times
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 Despair Rune, 8 Soul Rune

Auroras

Spell Requirements Description Runes
Surge I Surge I Magic Level 15 -0.1s Attack Interval
+5% Ranged Evasion
3 Air Rune, 1 Light Rune
Fury I Fury I Magic Level 25 +5% Magic Evasion
+25 Maximum Hit
3 Water Rune, 1 Light Rune
Fervor I Fervor I Magic Level 35 +5% Lifesteal
+5% Melee Evasion
3 Earth Rune, 1 Light Rune
Surge II Surge II Magic Level 40 -0.2s Attack Interval
+10% Ranged Evasion
4 Air Rune, 2 Light Rune
Crystallization Crystallization Magic Level 40 +3% chance to apply Crystallization to the Target when attacking (Target is stunned and takes +50% Damage during effect)
+10% Magic Maximum Hit
3 Nature Rune, 3 Light Rune, 3 Body Rune
Charged I Charged I Magic Level 45 +10 Minimum Hit 2 Chaos Rune, 2 Death Rune, 1 Light Rune
Fury II Fury II Magic Level 50 +10% Magic Evasion
+50 Maximum Hit
4 Water Rune, 2 Light Rune
Fervor II Fervor II Magic Level 60 +10% Lifesteal
+10% Melee Evasion
4 Earth Rune, 2 Light Rune
Surge III Surge III Magic Level 65
Book of Eli Equipped
-0.3s Attack Interval
+15% Ranged Evasion
5 Air Rune, 3 Light Rune
Charged II Charged II Magic Level 70 +20 Minimum Hit 3 Chaos Rune, 3 Death Rune, 2 Light Rune
Fury III Fury III Magic Level 75
Book of Eli Equipped
+15% Magic Evasion
+75 Maximum Hit
5 Water Rune, 3 Light Rune
Fervor III Fervor III Magic Level 85
Book of Eli Equipped
+15% Lifesteal
+15% Melee Evasion
5 Earth Rune, 3 Light Rune
Crystal Sanction Crystal Sanction Magic Level 85 +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 Nature Rune, 4 Spirit Rune, 4 Ancient Rune
Charged III Charged III Magic Level 95
Book of Eli Equipped
+40 Minimum Hit 4 Chaos Rune, 4 Death Rune, 3 Light Rune
Fury IV Fury IV Magic Level 102
Book of the Ancients Equipped
+25% Magic Evasion
+125 Maximum Hit
5 Air Rune, 5 Earth Rune, 5 Fire Rune, 5 Light Rune, 3 Infernal Rune
Fervor IV Fervor IV Magic Level 105
Book of the Ancients Equipped
+20% Lifesteal
+25% Melee Evasion
8 Earth Rune, 5 Light Rune, 8 Blood Rune
Charged IV Charged IV Magic Level 110
Book of the Ancients Equipped
+100 Minimum Hit 8 Fire Rune, 5 Light Rune, 8 Soul Rune
Surge IV Surge IV Magic Level 112
Book of the Ancients Equipped
-0.4s Attack Interval
+25% Ranged Evasion
8 Air Rune, 5 Light Rune, 8 Calamity Rune

Ancient Magicks

Ancient Magicks are powerful offensive spells that can be cast in place of Standard Magic. Auroras, such as Surge II for instance, can be used with Ancient Magicks, however effects that increase damage do nothing. In addition, the damage from Ancient Magicks is not increased by any bonuses provided by Equipment, although accuracy rating is. Curses cannot be used with Ancient Magicks.

Spell Requirements Description Runes
Slicing Winds Slicing Winds Magic Level 70
Complete Volcanic Cave 100 times
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 Air Rune, 5 Ancient Rune
Icicle Volley Icicle Volley Magic Level 74
Complete Volcanic Cave 100 times
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 Water Rune, 5 Ancient Rune
Crushing Waves Crushing Waves Magic Level 78
Ancient Arcana Equipped
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 Air Rune, 10 Water Rune, 5 Ancient Rune
Ignite Ignite Magic Level 82
Complete Volcanic Cave 100 times
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 Fire Rune, 5 Ancient Rune
Gust Gust Magic Level 86
Complete Air God Dungeon 100 times
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 Air Rune, 5 Ancient Rune, 5 Havoc Rune
Frostbite Frostbite Magic Level 90
Complete Water God Dungeon 100 times
Attack once dealing 750 damage (Can miss). Has a 30% chance to apply freeze for 2 turns on a hit. 25 Water Rune, 6 Ancient Rune, 6 Havoc Rune
Quake Quake Magic Level 94
Complete Earth God Dungeon 100 times
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 Earth Rune, 7 Ancient Rune, 7 Havoc Rune
Whirlpool Whirlpool Magic Level 96
Ancient Arcana Equipped
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 Air Rune, 15 Water Rune, 10 Ancient Rune, 10 Havoc Rune
Incinerate Incinerate Magic Level 98
Complete Fire God Dungeon 100 times
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 Fire Rune, 10 Ancient Rune, 10 Havoc Rune

Skillcape

The skillcape can be purchased from the store for Coins.svg 1,000,000 after the player reaches Magic Level 99.

Skillcape Name Requirements Effect
Magic Skillcape Magic Skillcape Magic Level 99 Items that reduce Rune costs are now 2x as effective
Superior Magic Skillcape Superior Magic Skillcape Magic Level 120 +5% Magic Damage Bonus from Equipment
Items that reduce Rune costs are now 4x as effective

Pet

The pet can be unlocked by doing any action that provides Magic XP, including Alt. Magic.

Pet Name Effect
Salem Salem +5% Rune Preservation

Magic Equipment Stats

Weapons

Helmets

Bodies

Legs

Boots

Gloves

Shields

Capes