Magic
Spells, runes, and the quiet third leg of the combat triangle.
Magic is the third combat style and the only one that doubles as a non-combat utility skill. Combat spells (Wind Strike up to Surge spells) train it like Attack and Ranged train their respective styles, but Magic also handles teleports, alchemy, enchantments, and the entire bank-utility toolkit. A capped-Magic character has the cleanest end-game quality of life in Tideward.
How Magic works
Casting a combat spell consumes runes (one per spell, sometimes more). Each spell has its own minimum Magic level, accuracy formula, and max hit. Higher levels unlock stronger spells and more efficient utility — High-Level Alchemy at Magic 55 is the single most-used Magic spell in the game, converting items to gold in seconds.
Magic accuracy uses Magic level + spell-specific bonus + staff bonus, rolled against the target's magic defense (Defense level + Magic level + magic-protective armour). Hitting a melee enemy with magic is easy because they have low Magic levels; hitting a mage is hard because they're shielded against magic.
Utility spells are why Magic is worth maxing even if you'll never cast a combat spell. Teleports save real-world minutes between training sites. Bones-to-Bananas turns Vigil-bone drops into food. The Inscription skill needs runes that Magic helps efficiently produce. Most experienced players treat Magic as a quality-of-life multiplier, not just a damage skill.
Inputs
- Runes (Air, Mind, Water, Earth, Fire, Body, Cosmic, Chaos, Nature, Law, Death, Blood, Soul)
- A staff or wand
- Magic-protective armour (optional)
Outputs
- Magic XP
- Combat damage and loot drops
- Utility-spell effects (alchemy, teleport, enchant)
Tips for training Magic
- Train Magic to 55 first thing — High-Level Alchemy is the gold-per-hour foundation of every other skill's funding.
- Splashing (deliberately failing combat spells) trains Magic XP without damaging the target. Useful but unsporting.
- Magic combat AFK is the lowest-loss style — runes are cheap; armour barely degrades; no ammunition complications.
- Stargazing constellations boost Magic XP rates at certain hours of day. Plan training around them if you can.
- Inscription crafts the runes Magic burns. Train them together for closed-loop self-sufficiency.
Skills that pair with Magic
The 23 trades aren't isolated. Magic works best alongside these:
Frequently asked about Magic
Is Magic worth training if I'm a melee build?
Yes — for utility alone. High-Level Alchemy at level 55, teleports at various levels, and enchantment spells make Magic valuable to every build, not just mages.
Do I have to use combat magic to level Magic?
No. Inscription, alchemy, and enchantment spells all train Magic. You can max Magic without ever casting a damage spell at an enemy.
Where do runes come from?
Inscription crafts them at the Rune Altars. Buying them from shops is the fast-but-expensive way; making your own is the slow-but-self-sufficient way.
Train Magic on every Apple device.
Tideward is in TestFlight alpha — free, native on iPhone, iPad, Mac, Apple TV, Vision Pro, and Apple Watch. CloudKit syncs your character across all of them with no account needed.