Guide•

Melvor Idle 2 Magic Guide: Spells, Runes and Training

Standard spell progression, rune sources, elemental mechanics, imbuements, and wizard equipment in Melvor Idle 2.

Magic is a combat skill in Melvor Idle 2. In the demo build, character progression across all skills is capped at level 60. Standard Spells functions as the accessible spellbook for combat during the demo release. Advanced Spells remains locked in the demo build. Astral Spells remains locked in the demo build.

Standard Spell Book Progression
SpellBookMagic Lv.ElementMax HitRune Cost
◆Air Strike
Standard Spells1Air25
◆Water Strike
Standard Spells5Water25
◆Earth Strike
Standard Spells10Earth25
◆Fire Strike
Standard Spells15Fire25
◆Air Bolt
Standard Spells20Air45
◆Water Bolt
Standard Spells22Water45
◆Earth Bolt
Standard Spells24Earth45
◆Fire Bolt
Standard Spells26Fire45
◆Air Blast
Standard Spells30Air60
◆Water Blast
Standard Spells32Water60
◆Earth Blast
Standard Spells34Earth60
◆Fire Blast
Standard Spells36Fire60
◆Air Wave
Standard Spells40Air75
◆Water Wave
Standard Spells42Water75
◆Earth Wave
Standard Spells44Earth75

Runecrafting

Rune Essence is mined in Mining and used in Runecrafting. Mining Rune Essence unlocks at Mining level 8 with a base interval of 1500 milliseconds.

Crafting Air Rune unlocks at Runecrafting level 1, consuming 1 Rune Essence with a base interval of 2000 milliseconds. Crafting Mind Rune unlocks at Runecrafting level 1, consuming 1 Rune Essence with a base interval of 2000 milliseconds. Crafting Water Rune unlocks at Runecrafting level 5, consuming 1 Rune Essence with a base interval of 2000 milliseconds. Crafting Earth Rune unlocks at Runecrafting level 10, consuming 1 Rune Essence with a base interval of 2000 milliseconds.

Crafting Fire Rune unlocks at Runecrafting level 20, consuming 1 Rune Essence with a base interval of 2000 milliseconds. Crafting Chaos Rune unlocks at Runecrafting level 25, consuming 1 Rune Essence with a base interval of 2000 milliseconds. Crafting Body Rune unlocks at Runecrafting level 35, consuming 1 Rune Essence with a base interval of 2000 milliseconds. Crafting Death Rune unlocks at Runecrafting level 45, consuming 1 Rune Essence with a base interval of 2000 milliseconds. Crafting Decay Rune, Astral Rune, Blood Rune, and Soul Rune are locked in the demo build.

Drops

Mind Golbin in Golbin Forest has 20 maximum hitpoints and drops between 1 and 6 Air Rune. Mind Golbin also drops between 1 and 6 Mind Rune as well as Basic Wizard Hat.

Blue Slime in Slime Forest has 70 maximum hitpoints and drops between 1 and 30 Water Rune. Blue Slime also drops between 1 and 30 Earth Rune and Water Staff.

Rainbow Slime in Slime Forest has 140 maximum hitpoints and drops between 1 and 80 Air Rune. Rainbow Slime also yields Water Rune, Earth Rune, Fire Rune, and Fire Wizard Robes.

Creeper Vines in Green Mangroves has 140 maximum hitpoints and drops between 5 and 10 Earth Rune. Creeper Vines also yields Water Rune and Earth Wizard Boots.

Toxic Moth in Toxic Bog has 350 maximum hitpoints and drops between 1 and 15 Chaos Rune. Toxic Moth also drops between 1 and 10 Death Rune upon defeat.

Murkwood Weaver in Murkwoods has 510 maximum hitpoints and drops between 20 and 30 Death Rune.

Other Rune Sources

Runes also come from Thieving: the Runecrafter and Wizard targets and the Forbidden Library give Chaos Rune, Death Rune and Body Rune. The Basic Rune Supply in the shop gives Death Rune and Body Rune. Chaos Rune is also used in Runecrafting to make the elemental battlewands and battlestaves, such as the Air Battlewand and the Fire Battlestaff.

Mastery Guild

Apprentice Mage, the second Magic rank in the Mastery Guild, gives +10% Magic XP. Journeyman Mage, the third rank, gives +8% Empowered Attack Bonus.

Elements

The game data lists the elements Air, Water, Earth and Fire, plus Neutral.

Elemental Matchup Multipliers
MatchupBonus EffectCombat Impact
Air vs Earth+15% maximum hitAdvantage: Deal increased damage against target element
Air vs Fire-15% maximum hitDisadvantage: Deal reduced damage against target element
Water vs Fire+15% maximum hitAdvantage: Deal increased damage against target element
Water vs Earth-15% maximum hitDisadvantage: Deal reduced damage against target element
Earth vs Water+15% maximum hitAdvantage: Deal increased damage against target element
Earth vs Air-15% maximum hitDisadvantage: Deal reduced damage against target element
Fire vs Air+15% maximum hitAdvantage: Deal increased damage against target element
Fire vs Water-15% maximum hitDisadvantage: Deal reduced damage against target element

Imbuements

Air imbuements are the Suffocate line. Water imbuements are the Drench line. Earth imbuements are the Fracture line. Fire imbuements are the Burn line.

Magic Imbuements & Status Triggers
ImbuementMagic Lv.ElementRune CostCombat Effect
◆Suffocate I
30Air10% chance on first hit: apply Suffocate (1 stack) to the target
◆Drench I
32Water10% chance on first hit: apply Drenched to the target
◆Fracture I
34Earth10% chance on first hit: apply Fracture to the target
◆Burn I
36Fire4% chance on first hit: apply Burn (1 stack) to the target
◆Suffocate II
50Air20% chance on first hit: apply Suffocate (1 stack) to the target
◆Drench II
52Water20% chance on first hit: apply Drenched to the target
◆Fracture II
54Earth20% chance on first hit: apply Fracture to the target
◆Burn II
Fire8% chance on first hit: apply Burn (1 stack) to the target
◆Suffocate III
Air30% chance on first hit: apply Suffocate (1 stack) to the target
◆Drench III
Water30% chance on first hit: apply Drenched to the target
◆Fracture III
Earth30% chance on first hit: apply Fracture to the target
◆Burn III
Fire12% chance on first hit: apply Burn (1 stack) to the target
◆Suffocate IV
Air40% chance on first hit: apply Suffocate (1 stack) to the target
◆Drench IV
Water40% chance on first hit: apply Drenched to the target
◆Fracture IV
Earth40% chance on first hit: apply Fracture to the target
◆Burn IV
Fire15% chance on first hit: apply Burn (1 stack) to the target

Robes

Crafting Basic Wizard Hat unlocks at Runecrafting level 1 with a base interval of 2000 milliseconds. Crafting Basic Wizard Boots unlocks at Runecrafting level 3 with a base interval of 2000 milliseconds. Crafting Basic Wizard Bottoms unlocks at Runecrafting level 5 with a base interval of 2000 milliseconds. Crafting Basic Wizard Robes unlocks at Runecrafting level 7 with a base interval of 2000 milliseconds.

Crafting Adept Wizard Hat unlocks at Runecrafting level 10 with a base interval of 2000 milliseconds. Crafting Adept Wizard Boots unlocks at Runecrafting level 13 with a base interval of 2000 milliseconds. Crafting Adept Wizard Bottoms unlocks at Runecrafting level 16 with a base interval of 2000 milliseconds. Crafting Adept Wizard Robes unlocks at Runecrafting level 19 with a base interval of 2000 milliseconds.

Crafting elemental wizard hats unlocks at Runecrafting level 25.

Crafting Air Wand unlocks at Runecrafting level 1 with a base interval of 2000 milliseconds. Crafting Water Wand unlocks at Runecrafting level 5 with a base interval of 2000 milliseconds. Crafting Earth Wand unlocks at Runecrafting level 10 with a base interval of 2000 milliseconds. Crafting Fire Wand unlocks at Runecrafting level 20 with a base interval of 2000 milliseconds.

Crafting Air Staff unlocks at Runecrafting level 25 with a base interval of 2000 milliseconds. Crafting Water Staff unlocks at Runecrafting level 27 with a base interval of 2000 milliseconds. Crafting Earth Staff unlocks at Runecrafting level 29 with a base interval of 2000 milliseconds. Crafting Fire Staff unlocks at Runecrafting level 31 with a base interval of 2000 milliseconds.

Each elemental wizard set gives a rune preservation bonus, shown in the set bonus table.

Attuned Wizard Robe Set Bonuses
Set NameIncluded PiecesRequired PiecesSet Bonus
Air Wizard3 Pieces+2% Rune cost Preservation chance for Air Magic Spells only
Air Wizard(u)3 Pieces+3% Rune cost Preservation chance for Air Magic Spells only
Water Wizard3 Pieces+2% Rune cost Preservation chance for Water Magic Spells only
Water Wizard(u)3 Pieces+3% Rune cost Preservation chance for Water Magic Spells only
Earth Wizard3 Pieces+2% Rune cost Preservation chance for Earth Magic Spells only
Earth Wizard(u)3 Pieces+3% Rune cost Preservation chance for Earth Magic Spells only
Fire Wizard3 Pieces+2% Rune cost Preservation chance for Fire Magic Spells only
Fire Wizard(u)3 Pieces+3% Rune cost Preservation chance for Fire Magic Spells only
Dust Wizard3 Pieces+3% Rune cost Preservation chance for Air Magic Spells only; +3% Rune cost Preservation chance for Earth Magic Spells only
Dust Wizard(u)3 Pieces+4% Rune cost Preservation chance for Air Magic Spells only; +4% Rune cost Preservation chance for Earth Magic Spells only
Steam Wizard3 Pieces+3% Rune cost Preservation chance for Water Magic Spells only; +3% Rune cost Preservation chance for Fire Magic Spells only
Steam Wizard(u)3 Pieces+4% Rune cost Preservation chance for Water Magic Spells only; +4% Rune cost Preservation chance for Fire Magic Spells only

Resources

Consult the SpellTable and ElementTable above to inspect exact spell progression and elemental matchup modifiers. Review the ImbuementTable and SetBonusTable above to compare status effect trigger rates and robe set bonuses. Players can review our dedicated magic gear guide, runecrafting guide, and combat guide to coordinate weapon progression and encounter setups.

Data: Numbers from the Melvor Idle 2 game files, Demo build 26316041