Anonymous

Magic: Difference between revisions

From Melvor Idle
162 bytes removed ,  18 January
m
Skills are subject to change with any future expansions, and should remain manually versioned
(Added Master Slayer)
m (Skills are subject to change with any future expansions, and should remain manually versioned)
 
(30 intermediate revisions by 12 users not shown)
Line 1: Line 1:
{{V|0.18.0}}
{{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.


[[File:Magic (skill).svg|thumb|right|Magic]]
Players using Magic will gain [[Combat Triangle]] bonuses against monsters that use {{Icon|Melee}} and penalties against monsters that use {{Skill|Ranged}}.
Magic is used to cast damage dealing spells with a wand or staff equipped, provided the player has the required [[Runecrafting#Runes|Runes]] in their [[Bank]] and the desired spell unlocked. 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. 0.4 Magic experience is earned per point of damage dealt to enemies while casting spells. This can be increased by 7% by equipping the [[Gold Emerald Ring]]. Raising Magic to 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
== 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.


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


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


All staves are two-handed.
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.


{| class="wikitable"
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.
|-
! rowspan=2 | Staff </br> Tier
! rowspan=2 | Magic </br> Level
! colspan=4 | {{Skill | Runecrafting}} Level
|-
! Air
! Water
! Earth
! Fire
|-
| Staff
| style="text-align: right" | 1
| style="text-align: right" | 1
| style="text-align: right" | 5
| style="text-align: right" | 9
| style="text-align: right" | 14
|-
| Battlestaff
| style="text-align: right" | 30
| style="text-align: right" | 30
| style="text-align: right" | 35
| style="text-align: right" | 39
| style="text-align: right" | 44
|-
| Mystic Staff
| style="text-align: right" | 40
| style="text-align: right" | 70
| style="text-align: right" | 75
| style="text-align: right" | 79
| style="text-align: right" | 84
|-
| [[Cloudburst Staff]]
| style="text-align: right" | 85
| style="text-align: center" colspan=4 | N/A
|}


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


{| class="wikitable sortable"
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.
!Magic Level
!Wand Tier
!Rune discount
|-
| 1
| {{ItemIcon|Magic Wand (Basic)|Basic}}
| 0
|-
| 30
| {{ItemIcon|Magic Wand (Powerful)|Powerful}}
| 0
|-
| 60
| {{ItemIcon|Magic Wand (Elite)|Elite}}
| 0
|-
| 70
| Magic Imbued Wand
| 3
|-
| 90
| {{ItemIcon|Ocean Song}}
| 4
|}


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


Wizard Robes can be acquired through a few different sources:
* '''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


* The {{ItemIcon|Slayer Wizard Hat (Basic)|Slayer Wizard Robes}} can be purchased from the store using {{SC|}} [[Currency#Slayer Coins|Slayer Coins]].
== Alt. Magic ==
* Various {{ItemIcon|Green Wizard Hat|Colored Wizard Robes}} can be acquired as loot from fighting various monsters or looting various dungeons. See the page for each piece of equipment to see a list of where they can be found.
{{Main|Reference=Alternative Magic}}
* The elemental {{ItemIcon|Air Acolyte Wizard Hat|Acolyte}}, {{ItemIcon|Air Adept Wizard Hat|Adept}}, and {{ItemIcon|Air Expert Wizard Hat|Expert}} sets can be acquired through {{Skill|Runecrafting}}.
[[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.


A full list of the stats for each set of Wizard Robes can be found on the [[Equipment]] page.
== Spells ==
=== Standard Magic ===
{{MagicSpellbookTable|Standard}}


{| class="wikitable sortable"
=== 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.
!Level
!Robe Tier
!Notes
|-
| [[File:Green Wizard Hat (item).svg|50px|middle|Green Wizard Hat]]
| 1
| Green
|-
| [[File: Slayer Wizard Hat (Basic) (item).svg|50px|middle|Slayer Wizard Hat (Basic)]]
| 1
| Slayer (Basic)
| +5% bonus Slayer XP per piece<br/>Only two pieces (Hat and Robe)
|-
| [[File:Air Acolyte Wizard Hat (item).svg|50px|middle|Air Acolyte Wizard Hat]]
| 1
| Air Acolyte
| +5 minimum damage when using Air Spells per piece
|-
| [[File:Water Acolyte Wizard Hat (item).svg|50px|middle|Water Acolyte Wizard Hat]]
| 5
| Water Acolyte
| +5 minimum damage when using Water Spells per piece
|-
| [[File:Earth Acolyte Wizard Hat (item).svg|50px|middle|Earth Acolyte Wizard Hat]]
| 9
| Earth Acolyte
| +5 minimum damage when using Earth Spells per piece
|-
| [[File:Blue Wizard Hat (item).svg|50px|middle|Blue Wizard Hat]]
| 10
| Blue
|-
| [[File:Fire Acolyte Wizard Hat (item).svg|50px|middle|Fire Acolyte Wizard Hat]]
| 14
| Fire Acolyte
| +5 minimum damage when using Fire Spells per piece
|-
| [[File:Red Wizard Hat (item).svg|50px|middle|Red Wizard Hat]]
| 30
| Red
|-
| [[File: Slayer Wizard Hat (Strong) (item).svg|50px|middle|Slayer Wizard Hat (Strong)]]
| 30
| Slayer (Strong)
| +15% bonus Slayer XP per piece<br/>Only two pieces (Hat and Robe)
|-
| [[File:Air Adept Wizard Hat (item).svg|50px|middle|Air Adept Wizard Hat]]
| 35
| Air Adept
| +15 minimum damage when using Air Spells per piece
|-
| [[File:Water Adept Wizard Hat (item).svg|50px|middle|Water Adept Wizard Hat]]
| 39
| Water Adept
| +15 minimum damage when using Water Spells per piece
|-
|-
| {{ItemIcon|Miolite Helmet|size=50|notext=true}}
|40


|Miolite
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.
| No special bonuses
{{MagicSpellbookTable|Curse}}
|-
| [[File:Earth Adept Wizard Hat (item).svg|50px|middle|Earth Adept Wizard Hat]]
| 43
| Earth Adept
| +15 minimum damage when using Earth Spells per piece
|-
| [[File:Fire Adept Wizard Hat (item).svg|50px|middle|Fire Adept Wizard Hat]]
| 48
| Fire Adept
| +15 minimum damage when using Fire Spells per piece
|-
| [[File:Black Wizard Hat (item).svg|50px|middle|Black Wizard Hat]]
| 50
| Black
|-
| [[File: Slayer Wizard Hat (Elite) (item).svg|50px|middle|Slayer Wizard Hat (Elite)]]
| 60
| Slayer (Elite)
| +30% bonus Slayer XP per piece<br/>Only two pieces (Hat and Robe)
|-
| [[File:Air Expert Wizard Hat (item).svg|50px|middle|Air Expert Wizard Hat]]
| 65
| Air Expert
| +20 minimum damage when using Air Spells per piece
|-
| [[File:Water Expert Wizard Hat (item).svg|50px|middle|Water Expert Wizard Hat]]
| 69
| Water Expert
| +20 minimum damage when using Water Spells per piece
|-
| [[File:Ancient Wizard Hat (item).svg|50px|middle|Ancient Wizard Hat]]
| 70
| Ancient
| +5 Minimum Damage when using any elemental spell per piece
|-
| [[File:Earth Expert Wizard Hat (item).svg|50px|middle|Earth Expert Wizard Hat]]
| 73
| Earth Expert
| +20 minimum damage when using Earth Spells per piece
|-
| [[File:Fire Expert Wizard Hat (item).svg|50px|middle|Fire Expert Wizard Hat]]
| 78
| Fire Expert
| +20 minimum damage when using Fire Spells per piece
|-
| {{ItemIcon|Slayer Wizard Hat (Master)|notext=true|size=50}}
| 80
| Slayer (Master)
| +40% bonus Slayer XP, +3% chance to received double loot, and +40% Slayer Area Effect Negation per piece<br/>Only two pieces (Hat and Robe)
|-
| [[File:Glacia God Helmet (item).svg|50px|middle|Glacia God Helmet]]
| 85
| 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.
|}


== Other Armour Pieces ==
=== Auroras ===
{| class="wikitable sortable"
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.
!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 ==
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.
{| class="wikitable sortable"
{{MagicSpellbookTable|Aurora}}
!Magic Level
!Name
|-
| 0
| [[Enchanted Cape]]
|-
| 0
| [[Skull Cape]]
|-
| 99
| [[Magic Skillcape]]
|}


== Standard Magic ==
=== Ancient Magicks ===
{{MagicSpellsTable}}
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.
== Curses ==
{{MagicCurseTable}}
== Auroras ==
{{MagicAuroraTable}}
== Ancient Magicks ==
Ancient Magicks are powerful offensive spells that can be cast in place of Standard Magic. Auroras 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.
{{MagicAncientTable}}


== Skillcape ==
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}}


The [[Skillcapes|skillcape]] can be purchased from the store for {{GP|1000000}} after the player reaches {{SkillReq|{{PAGENAME}}|99}}.
=== 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}}
{{SkillcapeInfo}}


== Pet ==
== Pet ==
The [[Pets|pet]] can be unlocked by doing any action that provides Magic XP, including Alt. Magic.
This skill's [[Pets|pet]] can be unlocked by performing any action that provides Magic XP, including Alt. Magic.
{| class="wikitable"
{{PetSkillInfo}}
|-
 
! Pet !! Name !! Effect
== Skill Bonuses ==
|-
=== Rune Preservation ===
| [[File:Salem (pet).svg|60px]] || [[Salem]] || +5% Chance to preserve all Runes when casting Magic.
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 ==
== Magic Equipment Stats ==


=== Weapons ===
=== Weapons ===
{{MagicWeaponsTable}}
{{MagicWeaponsTable}}


=== Helmets ===
=== Helmets ===
{{MagicHelmetTable}}
{{MagicHelmetTable}}


=== Bodies ===
=== Bodies ===
{{MagicPlatebodyTable}}
{{MagicPlatebodyTable}}


=== Legs ===
=== Legs ===
{{MagicPlatelegsTable}}
{{MagicPlatelegsTable}}


Line 296: Line 99:


=== Gloves ===
=== Gloves ===
{{MagicGlovesTable}}
{{MagicGlovesTable}}


=== Shields ===
=== Shields ===
{{MagicShieldsTable}}
{{MagicShieldsTable}}
=== Capes ===
{{MagicCapesTable}}


{{Menu}}
{{Menu}}
[[Category:Skills]]
[[Category:Skills]]