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Magic: Difference between revisions

From Melvor Idle
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Skills are subject to change with any future expansions, and should remain manually versioned
m (Alt Magic -> Alt. Magic for consistency)
m (Skills are subject to change with any future expansions, and should remain manually versioned)
 
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{{V|1.0.3}}
{{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}}.
'''{{PAGENAME}}''' 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.  


==Mechanics==
== 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.


Magic skill level increases [[Combat#Magic_Accuracy_Rating|Magic Accuracy Rating]] and [[Combat#Magic_Max_Hit|Maximum Hit]] (0.5% per level) when using spells and [[Combat#Magic_Evasion_Rating|Magic Evasion Rating]] when defending from spells. Raising Magic to {{SkillReq|{{PAGENAME}}|99}} will unlock the {{ItemIcon|Magic Skillcape}} for purchase from the [[Shop]]. Equipping the [[Magic Skillcape]] doubles the rune saving power of staves and imbued wands.
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.


===Attack Styles===
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.


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


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


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.
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.


=== Rune Preservation ===
In addition to affecting how experience is distributed, each Magic attack style has a special bonus:
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.
{{ModifierTable|RunePreservation|Rune Preservation|true}}


== Alternative Magic ==
* '''Magic:''' +6 Hidden Magic Level, slightly improving the player's accuracy, damage, and Magic evasion
[[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.
* '''Defence:''' +3 Hidden Magic Level and +3 Hidden Defence Level, slightly improving the player's accuracy, damage, and overall evasion


== Equipment ==
== Alt. Magic ==
=== Staves ===
{{Main|Reference=Alternative Magic}}
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.
[[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.


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.
== Spells ==
=== Standard Magic ===
{{MagicSpellbookTable|Standard}}


The {{ItemIcon|Cloudburst Staff}} is the only staff that cannot be crafted.
=== 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.


All staves are two-handed.
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}}


{| class="wikitable"
=== 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.
! 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
|-
| {{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}}
| style="text-align: right" | 85
| style="text-align: center" colspan=4 | N/A
|}


=== Wands ===
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.
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.
{{MagicSpellbookTable|Aurora}}


{| class="wikitable sortable"
=== Ancient Magicks ===
!Magic Level
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.
!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 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}}


Wizard Robes can be acquired through a few different sources:
=== 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.


* The {{ItemIcon|Slayer Wizard Hat (Basic)|Slayer Wizard Robes}} can be purchased from the store using {{SC|}} [[Currency#Slayer Coins|Slayer Coins]].
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.
* 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.
{{MagicSpellbookTable|Archaic}}
* 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}}.


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


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


|Miolite
== Pet ==
| No special bonuses
This skill's [[Pets|pet]] can be unlocked by performing any action that provides Magic XP, including Alt. Magic.
|-
{{PetSkillInfo}}
| {{ItemIcon|Earth Adept Wizard Hat|notext=true|size=50}}
| 43
| Earth Adept
| +15 minimum damage when using Earth Spells per piece
|-
| {{ItemIcon|Fire Adept Wizard Hat|notext=true|size=50}}
| 48
| Fire Adept
| +15 minimum damage when using Fire Spells per piece
|-
| {{ItemIcon|Black Wizard Hat|notext=true|size=50}}
| 50
| Black
|-
| {{ItemIcon| Slayer Wizard Hat (Elite)|notext=true|size=50}}
| 60
| Slayer (Elite)
| +30% bonus Slayer XP and +15% Slayer Area Effection Negation per piece<br/>Only two pieces (Hat and Robe)
|-
| {{ItemIcon|Air Expert Wizard Hat|notext=true|size=50}}
| 65
| Air Expert
| +20 minimum damage when using Air Spells per piece
|-
| {{ItemIcon|Water Expert Wizard Hat|notext=true|size=50}}
| 69
| Water Expert
| +20 minimum damage when using Water Spells per piece
|-
| {{ItemIcon|Ancient Wizard Hat|notext=true|size=50}}
| 70
| Ancient
| +5 Minimum Damage when using any elemental spell per piece
|-
| {{ItemIcon|Earth Expert Wizard Hat|notext=true|size=50}}
| 73
| Earth Expert
| +20 minimum damage when using Earth Spells per piece
|-
| {{ItemIcon|Fire Expert Wizard Hat|notext=true|size=50}}
| 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 receive double loot, and +20% Slayer Area Effect Negation per piece<br/>Only two pieces (Hat and Robe)
|-
| {{ItemIcon|Glacia God Helmet|notext=true|size=50}}
| 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.
|}


== Spells ==
== Skill Bonuses ==
=== Standard Magic ===
=== Rune Preservation ===
{{MagicSpellsTable}}
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}}
=== Curses ===
Curses inflict the enemy with debuffs, making them weaker in a variety of ways. Curses may be used at the same time as Standard Magic and Auroras, but cannot be used with Ancient Magicks. When cast, all curses remain in effect for 3 attack turns.
{{MagicCurseTable}}
 
=== Auroras ===
Auroras provide the player with buffs, enhancing their abilities in combat. Auroras may be used alongside any other combat magic spells, and may also be used with [[Melee]] while the {{ItemIcon|Miolite Sceptre}} is equipped. Tier 3 auroras may only be cast while the {{ItemIcon|Book of Eli}} is equipped.
{{MagicAuroraTable}}
 
=== 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.
{{MagicAncientTable}}
 
== Skillcape ==


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


== Pet ==
The {{ItemIcon|Magic Skillcape}} will double any active Rune Cost Reduction while equipped, and the {{ItemIcon|Superior Magic Skillcape}} will quadruple it.
The [[Pets|pet]] can be unlocked by doing any action that provides Magic XP, including Alt. Magic.
{{RuneProvidingItems}}
{{PetSkillInfo}}


== Magic Equipment Stats ==
== Magic Equipment Stats ==