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Combat

Magic

Spells, runes, and the quiet third leg of the combat triangle.

Magic is the third combat style and the only one with a non-combat side. Combat spells run from Wind Strike at level 1 to Fire Surge at 68, with the Hallowed Magicks beyond them, and the Alt. Magic spellbook trains the same skill with utility spells: alchemy that turns items into coin, Quickforge that smelts bars straight from ore, and more.

How Magic works

Every combat spell costs runes per cast and has its own level: the Strike spells open from 1, the Bolts from 14, the Blasts from 28, the Waves from 43 and the Surges from 57, with Tidesong (40) and Tide's Wrath (65) alongside. Your effective Magic level drives both your magic accuracy and your magic damage, so one skill does what Attack and Strength split for melee.

Three more spellbooks sit on top. Curses (from Magic 10) weaken the enemy for three attack turns. Auroras (from 15) are buffs that spend runes on every attack. The Hallowed Magicks (from 70) are a stronger set of attack spells that pair with Auroras but not with Curses.

Alt. Magic trains Magic without a fight. Item Alchemy I, II and III turn an item into 40%, 100% or 160% of its sale price in coin, Quickforge makes bars from ore, Bone Offering creates Bones, and Holy Invocation enchants urns that bury for 150 or 500 Vigil Points.

Inputs

  • Runes from Inscription: Air, Mind, Water, Earth and Fire up to the higher runes
  • A staff or wand your Magic level can use
  • Optional: wizard robes, hats and boots made in Inscription

Outputs

  • Magic XP from combat spells and from Alt. Magic
  • Coin from Item Alchemy, bars from Quickforge
  • Stronger spells, staves and robes as you level

Tips for training Magic

  1. Inscription crafts the runes Magic spends. Train the two together and the spellbook supplies itself.
  2. Item Alchemy II (Magic 35) pays an item's full sale price and Item Alchemy III (76) pays 160%, so clearing surplus can train Magic as it turns into coin.
  3. Pawnbreak I (Magic 48) turns Fishing junk into random gems, and Pawnbreak II (70) does the same with Coal Ore.
  4. Mystic Will (Vigil 12) through The Open Mind (Vigil 91) raise magic accuracy, evasion or damage.
  5. Magic fights melee enemies at an advantage in the triangle and ranged enemies at a disadvantage.

Skills that pair with Magic

The 28 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 Alt. Magic alone. Item Alchemy, Quickforge, Bone Offering and Holy Invocation all train Magic and pay something useful, and none of them needs a fight.

Do I have to use combat magic to level Magic?

No. Alt. Magic is a separate spellbook that trains the same Magic skill with non-combat spells.

Where do runes come from?

Inscription makes them from Rune Essence, which Mining gathers from level 1. Air and Mind Runes open at Inscription 1 and the ladder runs to Hallowed Runes at 85, with six combination runes from Mist (10) to Lava (60).

Train Magic wherever you play.

Tideward is free in beta, no account needed: on TestFlight for iPhone, iPad, Mac, Apple TV, Vision Pro, and Apple Watch, and on Google Play for Android phones and tablets. Join before launch and you are a Founding Tester: first crack at every build and a vote on the roadmap, plus the Founder's Mark profile icon on TestFlight.