Magic
Magic is a Skill that can be dealing damage with Magic Spells, at a rate of 8.5 EXP per damage dealt.
- Passive Effect: You gain a +0.25% boost per level to Magic damage, up to +25% at level 100.
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 |
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Wand | 1 | 1 | Show Recipe | 0% |
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Oak Wand | 5 | 7 | Show Recipe | 2% |
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Birch Wand | 10 | 17 | Show Recipe | 4% |
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Spruce Wand | 20 | 27 | Show Recipe | 6% |
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Jungle Wand | 30 | 37 | Show Recipe | 9% |
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Acacia Wand | 40 | 47 | Show Recipe | 12% |
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Mangrove Wand | 50 | 57 | Show Recipe | 15% |
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Dark Oak Wand | 60 | 67 | Show Recipe | 18% |
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Crimson Wand | 70 | 77 | Show Recipe | 21% |
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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 |
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Cupric Catalyst | Show Recipe | 20% | 15% |
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Ferrous Catalyst | Show Recipe | 30% | 24% |
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Azure Catalyst | Show Recipe | 55% | 15% |
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Aurum Catalyst | Show Recipe | 15% | 55% |
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Crystalline Catalyst | Show Recipe | 50% | 40% |
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Brilliant Catalyst | Show Recipe | 65% | 50% |
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Hellfire Catalyst | Show Recipe | 80% | 65% |
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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%. |
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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%. |
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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%. |
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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%. |
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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:
- Jungle Temples
- Stronghold Library
- Woodland Mansions
Available Elements:
Icon | Element | Effect |
---|---|---|
Air | Fast firing spells that deal low damage |
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Water | Low damage spells that splash in a large area |
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Earth | Short-ranged spells that increase a target's damage taken |
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Fire | Slow-firing, but strong spells that inflict burn |
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Electric | High damage per second, but tend to have heavy mana costs |
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Ice | Slows targets |
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Light | Bonus damage to undead, mostly support spells |
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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:
- Left Click
- Right Click
- Sneak + Left Click
- Sneak + Right Click
- Swap (F)
- Drop (Q)
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:
- Drinking Mana Potions, which are uncommonly found in any Loot Chest
- Drinking Adrenaline Potions, which can be brewed with the Alchemy Skill
- Letting Elemental Charge deplete (see below), which is converted to Mana at a 40% conversion rate
- Using the Mana Shift Spell, which instantly converts all Elemental Charge to Mana at a 50% conversion rate
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
Water Spells
Earth Spells
Fire Spells
Electric Spells
Ice Spells
Light Spells
Dark Spells
Miscellaneous 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 | |
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Air Attunement I | 1 | • Air combat spells deal 5% more damage • Air now deals knockback |
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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% |
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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 |
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Water Attunement I | 1 | • Water combat spells deal 5% more damage • Water's radius increases by 25% |
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Water Attunement II | 2 | • Water combat spells deal 10% more damage • Splash's cooldown decreases to 2.5s • Aquaveil's resistance is 25% stronger |
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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% |
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Earth Attunement I | 1 | • Earth combat spells deal 5% more damage • Earth's max vuln increases by 25% |
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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 |
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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% |
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Fire Attunement I | 1 | • Fire combat spells deal 5% more damage • Fire's DoT effect now stacks one time |
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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 |
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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 |
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Electric Attunement I | 1 | • Electric combat spells deal 5% more damage • Zap chains between targets within 4 blocks |
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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 |
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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 |
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Ice Attunement I | 1 | • Ice combat spells deal 5% more damage • Ice's max slow increases by 25% |
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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 |
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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 |
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Light Attunement I | 1 | • Light combat spells deal 5% more damage • Light's undead damage bonus increases to 150% |
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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 |
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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 |
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Dark Attunement I | 1 | • Dark combat spells deal 5% more damage • Shadow's max weakness increases by 25% |
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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 |
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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% |
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Elemental Attunement I | 2 | • All elemental combat spells deal 2% more damage Does not stack with other Attunements |
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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 |
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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 |
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Support Attunement I | 2 | The following spells are 5% stronger: • Bloom • Heal • Bloom costs 15% less Mana over time |
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Support Attunement II | 3 | The following spells are 10% stronger: • Bloom • Heal • Aquaveil • Light Dome Does not stack with other Attunements |
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Support Mastery | 4 | The following spells are 20% stronger: • Bloom • Heal • Aquaveil • Light Dome Does not stack with other Attunements |