Skill #11 · Action

Magic

Channel the Hum through crystal-tipped staves; cast spells using runes

max lvl 99Damage, healing, status effects

Training guide

Cast offensive and support spells. Trained by casting — every spell needs runes.

Getting started

Stock up on runes (crafted via Tinkering, or rewarded by the lobby 'Spell Wheel' quest), open the Magic book, and cast Wind Bolt (L1) at a monster.

LevelsActivityWhat to do
1–8Wind Bolt, Frost Shard & Flame StrikeThe starter spells — Wind Bolt L1, Frost Shard L3 (slows), Flame Strike L5.
8–15Spirit Heal, Wind Gust & Arcane BlastSpirit Heal L8 restores HP; Wind Gust L10 and Arcane Blast L15 raise your damage.
14–20Frost Bind, Flame Arc & Wind LanceStronger elemental spells, L14–17, with bigger damage and crowd control.
20–99Spirit Ward & repeated high-tier castsSpirit Ward L20 is the top support spell; keep casting your strongest bolt for XP.
Lvl 1Wind Bolt
Lvl 8Spirit Heal — combat healing
Lvl 20Spirit Ward

Tips

  • Every cast consumes runes — keep a Tinkerer crafting them, or stockpile elemental essence to craft your own.
  • A crystal staff and silk robes add magic accuracy and damage; monsters weak to staff take extra.

Spells (10)

SpellElementLvlDamageXP
Wind BoltWind1610
Frost ShardFrost3815
Flame StrikeFlame51220
Spirit HealSpirit8025
Wind GustWind10820
Frost BindFrost141026
Arcane BlastAny151630
Flame ArcFlame161432
Wind LanceWind171834
Spirit WardSpirit20045

Combat mechanics

How a hit is resolved

Every swing, shot or spell resolves in two independent rolls. First an accuracy rolldecides hit or miss — your accuracy against the target's defence in the style you are attacking with. Then, on a hit, a damage roll picks a number between 0 and your max hit. Real misses (and zero-damage hits) are possible.

attack roll  = (skill + 8) × (accuracy bonus + 64)
defence roll = (skill + 8) × (defence bonus  + 64)
hit chance   = compare the two rolls
max hit      = floor( (4 + strength bonus) × (1 + strength/128) )
damage       = hit ? random 0..maxHit × weakness : 0

The attacking style— melee, ranged or magic — decides which skills and which equipment bonuses feed the rolls, and which of the target's three per-style defences resists.

Weakness triangle

Hitting a creature on its weakness multiplies your max hit; attacking the style it resists shrinks it. A creature's wiki page lists exactly what it is weak to.

Attacking stylevs Meleevs Rangedvs Magic
Melee×1.0×1.3×0.7
Ranged×0.7×1.0×1.3
Magic×1.3×0.7×1.0

Earning XP & Hitpoints

XP is earned per point of damage you deal 4 XP per damage — on every hit, not as a lump sum on the kill. The skill trained follows your selected attack style. Every combat XP award also grants Hitpoints XP at 33% of the rate, so your health pool keeps pace with your offence on its own.

Combat level

Your combat level is a single number summarising overall battle strength, shown atop the in-game Skills panel. Your strongest fighting style drives most of it, while all five battle skills together add a smaller conditioning base — so an off-style still nudges the number up.

combat level = floor( 1/6 × ((attack+strength+defence)/3 + ranged + magic)
                    + 0.65 × max(melee, ranged, magic) )

ranges 1 (fresh keeper) → 81 (one style at 99) → 113 (all five battle skills at 99)

Skill IDmagic
Numeric ID11
TypeAction
ProducesDamage, healing, status effects
Max level99