Table of Contents

Magic

Magic is a Skill that can be dealing damage with Magic Spells, at a rate of 8.5 EXP per damage dealt.

To view this info ingame, use the /skills command and navigate to the Magic menu.


Table of Contents


Equipment

Wands

Wands are used to cast Magic Spells. Higher tiered wands give a higher damage bonus to spells, but require a certain Magic Level to use. Wands are crafted using the Fletching Skill.

Icon Wand Magic Lvl Fletching Lvl Recipe Damage Bonus
Wand 1 1 Show Recipe 0%

Oak Wand 5 7 Show Recipe 2%

Birch Wand 10 17 Show Recipe 4%

Spruce Wand 20 27 Show Recipe 6%

Jungle Wand 30 37 Show Recipe 9%

Acacia Wand 40 47 Show Recipe 12%

Mangrove Wand 50 57 Show Recipe 15%

Dark Oak Wand 60 67 Show Recipe 18%

Crimson Wand 70 77 Show Recipe 21%

Warped Wand 80 87 Show Recipe 25%

Wands can be enchanted with the following enchants at an anvil via enchanted book:

Enchantment Max Level Effect
Power 5 Increases spell damage by 12.5% per level
Conservation^ 4 Reduces spell mana cost by 4% per level
Swift Cast^ 3 Reduces spell cooldown by 5% per level

^ Can be enchanted on a Book in an Enchantment Table, or found as an Enchanted Book from various loot sources


Catalysts

Catalysts are optional ammo that wands use whenever casting an offensive spell. One catalyst is consumed per cast, boosting the damage and effect potencies of that one spell. Effect potencies include additional effects such as slowness, vulnerability, and heal amount.

Icon Item Recipe Damage Bonus Effect Potency Bonus
Cupric Catalyst Show Recipe 20% 15%

Ferrous Catalyst Show Recipe 30% 24%

Azure Catalyst Show Recipe 55% 15%

Aurum Catalyst Show Recipe 15% 55%

Crystalline Catalyst Show Recipe 50% 40%

Brilliant Catalyst Show Recipe 65% 50%

Hellfire Catalyst Show Recipe 80% 65%

Nepthal Catalyst Show Recipe 110% 85%

Special Wands

These wands are obtained as rare drops from completing Mob Arena V.

Icon Item Description
Wand of Destruction (u) Combine with any Wand to create the usable version, inheriting all stats from the supplied Wand. Increases spell damage by 10%.

Wand of Restoration (u) Combine with any Wand to create the usable version, inheriting all stats from the supplied Wand. Increases spell damage by 5% and Heal spell potency by 10%.

Wand of the Tides (u) Combine with any Wand to create the usable version, inheriting all stats from the supplied Wand. Increases spell damage by 5% and reduces Mana Costs by 10%.

Grimoire of Sparks (u) Combine with any Wand to create the usable version, inheriting all stats from the supplied Wand. Increases spell damage by 5% and reduces Spell Cooldowns by 8%.

Crystal Scepter Has a built-in spell, Crystal Blast, that costs Charge to use, dealing high base damage. Cannot be used to cast any other spells. Needs to be recharged with Perfect Gems.


Mechanics

Elements

Elements are central to the Magic Skill. To start, you get one free Element unlock of your choice, selectable from the Magic menu by Sneaking and Dropping any Wand. Additional elements can be unlocked by reading Spell Books, which can be purchased from the Traveling Merchant or can be commonly found in the following Loot Chests:


Available Elements:

Icon Element Effect
Air Fast firing spells that deal low damage
Water Low damage spells that splash in a large area
Earth Short-ranged spells that increase a target's damage taken
Fire Slow-firing, but strong spells that inflict burn
Electric High damage per second, but tend to have heavy mana costs
Ice Slows targets
Light Bonus damage to undead, mostly support spells
Dark Decreases the melee damage of targets

Selecting Spells

Spells need to be bound to Wands in order to be cast. To bind a Spell to a Wand, Sneak and Drop the Wand while holding it to open the Spell Menu. Pressing a Spell with the following keys will bind that Spell to the key:

Spell loadouts are stored per wand, so you can have multiple wands to hold more than 6 spells at a time.


Mana

Mana is exactly what you'd expect! Casting Spells costs Mana.

There are many ways to restore Mana:


Elemental Charge

Elemental Charge is a secondary resource for Magic. You gain Elemental Charge by casting certain Elemental spells, and you gain up to 15% bonus Elemental damage for having a 100% Elemental Charge. Certain spells require a certain Elemental Charge to cast.

When you cast a spell that's not the same Element as your current Elemental Charge, your Elemental Charge is reset to 0. After not gaining any Elemental Charge for a few seconds, your Charge will start draining, restoring your Mana by 40% of the amount drained.


Elemental Level

Elemental Levels are sub-levels for the Magic skill: one for each element, with a maximum level of 10. Dealing damage with spells of an element will earn Elemental EXP at a rate of 3.63 eEXP per damage dealt. Each Elemental level increases the damage and potency of those spells by 2% - up to 18% at Level 10. Certain spells also unlock at higher Elemental levels.

Lvl Experience EXP to Next Lvl
1 0 800
2 800 3,567
3 4,367 8,980
4 13,347 17,515
5 30,862 29,555
6 60,417 45,430
7 105,847 65,431
8 171,278 89,821
9 261,099 118,840
10 379,939 152,714

List of Spells


Air Spells

View Spells



Water Spells

View Spells



Earth Spells

View Spells



Fire Spells

View Spells



Electric Spells

View Spells



Ice Spells

View Spells



Light Spells

View Spells



Dark Spells

View Spells



Miscellaneous Spells

View Spells


Elemental Attunements

Elemental Attunements are certain perks you can activate using Magic Skill Points, granting several special effects to spells of that element. You gain Magic Skill Points as you level up the Magic Skill.

Magic Level Max Skill Points
7 1
12 2
17 3
22 4
27 5
32 6
37 7
42 8
47 9
52 10
57 11
62 12
67 13
72 14

Skill Points can be allocated at a Magic Lectern - one can be found at Spawn in the enchantment table area. The Magic Lectern also allows you to reset your Skill Points for $400, which you can then re-allocate as desired.

Name Skill Point Cost Benefits
Air Attunement I 1 • Air combat spells deal 5% more damage
• Air now deals knockback

Air Attunement II 2 • Air combat spells deal 10% more damage
• Surge has its cooldown reduced by 2 seconds
• Hurricane's duration increases by 25%

Air Mastery 3 • Air combat spells deal 20% more damage
• All Air spells cost 15% less Mana
• Whirlwind's pull strength increases by 50%
and lasts 1s longer
• Flight uses 75% less Mana over time

Water Attunement I 1 • Water combat spells deal 5% more damage
• Water's radius increases by 25%

Water Attunement II 2 • Water combat spells deal 10% more damage
• Splash's cooldown decreases to 2.5s
• Aquaveil's resistance is 25% stronger

Water Mastery 3 • Water combat spells deal 20% more damage
• All Water spells cost 15% less Mana
• Deluge lasts 50% longer
• Tsunami's width increases by 25% and range
increases by 50%

Earth Attunement I 1 • Earth combat spells deal 5% more damage
• Earth's max vuln increases by 25%

Earth Attunement II 2 • Earth combat spells deal 10% more damage
• Uplift radius increases by 1 block and
travels significantly faster
• Fissure now inflicts a 30% Slow and is
more responsive to directional control

Earth Mastery 3 • Earth combat spells deal 20% more damage
• All Earth spells cost 15% less Mana
• Sandstorm radius increases by 25% and
lasts 50% longer
• Gravity's radius increases by 25% and
both effect potencies increase by 20%

Fire Attunement I 1 • Fire combat spells deal 5% more damage
• Fire's DoT effect now stacks one time

Fire Attunement II 2 • Fire combat spells deal 10% more damage
• Fireball's velocity increases by 50% and
radius increases by 1 block
• Dragon's Breath's cooldown decreases to 30s

Fire Mastery 3 • Fire combat spells deal 20% more damage
• All Fire spells cost 15% less Mana
• Immolate's damage bonuses increase by 25%
• Meteor's radius increases by 25% and
lands much faster

Electric Attunement I 1 • Electric combat spells deal 5% more damage
• Zap chains between targets within 4 blocks

Electric Attunement II 2 • Electric combat spells deal 10% more damage
• Flash's range increases by 3 blocks
• Thunder's range increases by 1 block and
strikes faster after landing

Electric Mastery 3 • Electric combat spells deal 20% more damage
• All Electric spells cost 15% less Mana
• Discharge's minimum damage increases to 50%
and now briefly stuns targets
• Ball Lightning lasts 50% longer and now
explodes on expiry, dealing 1.5x damage
in a slightly larger radius

Ice Attunement I 1 • Ice combat spells deal 5% more damage
• Ice's max slow increases by 25%

Ice Attunement II 2 • Ice combat spells deal 10% more damage
• Frost Shards shoots 2 additional shards
• Ice Bridge's range increases by 6 blocks
and lasts 50% longer

Ice Mastery 3 • Ice combat spells deal 20% more damage
• All Ice spells cost 15% less Mana
• Ice Barrage no longer requires Elemental
Charge to cast (but will still consume it)
• Comet's freeze duration increases by 50%
and lands much faster

Light Attunement I 1 • Light combat spells deal 5% more damage
• Light's undead damage bonus increases to 150%

Light Attunement II 2 • Light combat spells deal 10% more damage
• Revealing Light lasts twice as long
• Sky Ray's radius increases by 2 blocks

Light Mastery 3 • Light combat spells deal 20% more damage
• All Light spells cost 15% less Mana
• Light Dome's effect potencies increase by 25%
• Genesis can now be used at 50% Elemental
Charge, but still consumes all Charge

Dark Attunement I 1 • Dark combat spells deal 5% more damage
• Shadow's max weakness increases by 25%

Dark Attunement II 2 • Dark combat spells deal 10% more damage
• Shadow Rush's range increases by 2 blocks
and weakness effect is 25% stronger
• Shade Shift's range increases by 10 blocks
and cooldown time decreases by 5s

Dark Mastery 3 • Dark combat spells deal 20% more damage
• All Dark spells cost 15% less Mana
• Shadow Flare's radius increases by 25%
and minimum damage increases to 20%
• Black Hole's radius and pull strength
increase by 25%

Elemental Attunement I 2 • All elemental combat spells deal 2% more damage
Does not stack with other Attunements

Elemental Attunement II 3 • All elemental combat spells deal 8% more
damage and cost 5% less Mana
Does not stack with other Attunements
• Arcane Circle lasts 10s longer
• When switching elements, converts 20% of
current elemental charge to new element

Elemental Mastery 4 • All elemental spells deal 8% more damage
and cost 7.5% less Mana
Does not stack with other Attunements
• Grants the effects of Tier I Attunements
(except bonus damage) for all elements
• When switching elements, converts 50% of
current elemental charge to new element

Support Attunement I 2 The following spells are 5% stronger:
• Bloom • Heal
• Bloom costs 15% less Mana over time

Support Attunement II 3 The following spells are 10% stronger:
• Bloom • Heal
• Aquaveil • Light Dome
Does not stack with other Attunements

Support Mastery 4 The following spells are 20% stronger:
• Bloom • Heal
• Aquaveil • Light Dome
Does not stack with other Attunements