Magic
Channel the Hum through crystal-tipped staves; cast spells using runes
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.
| Levels | Activity | What to do |
|---|---|---|
| 1–8 | Wind Bolt, Frost Shard & Flame Strike | The starter spells — Wind Bolt L1, Frost Shard L3 (slows), Flame Strike L5. |
| 8–15 | Spirit Heal, Wind Gust & Arcane Blast | Spirit Heal L8 restores HP; Wind Gust L10 and Arcane Blast L15 raise your damage. |
| 14–20 | Frost Bind, Flame Arc & Wind Lance | Stronger elemental spells, L14–17, with bigger damage and crowd control. |
| 20–99 | Spirit Ward & repeated high-tier casts | Spirit Ward L20 is the top support spell; keep casting your strongest bolt for XP. |
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)
| Spell | Element | Lvl | Damage | XP |
|---|---|---|---|---|
| Wind Bolt | Wind | 1 | 6 | 10 |
| Frost Shard | Frost | 3 | 8 | 15 |
| Flame Strike | Flame | 5 | 12 | 20 |
| Spirit Heal | Spirit | 8 | 0 | 25 |
| Wind Gust | Wind | 10 | 8 | 20 |
| Frost Bind | Frost | 14 | 10 | 26 |
| Arcane Blast | Any | 15 | 16 | 30 |
| Flame Arc | Flame | 16 | 14 | 32 |
| Wind Lance | Wind | 17 | 18 | 34 |
| Spirit Ward | Spirit | 20 | 0 | 45 |
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 style | vs Melee | vs Ranged | vs 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)
magic