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.
| Spell | Book | Magic Lv. | Element | Max Hit | Rune Cost |
|---|---|---|---|---|---|
◆Air Strike | Standard Spells | 1 | Air | 25 | |
◆Water Strike | Standard Spells | 5 | Water | 25 | |
◆Earth Strike | Standard Spells | 10 | Earth | 25 | |
◆Fire Strike | Standard Spells | 15 | Fire | 25 | |
◆Air Bolt | Standard Spells | 20 | Air | 45 | |
◆Water Bolt | Standard Spells | 22 | Water | 45 | |
◆Earth Bolt | Standard Spells | 24 | Earth | 45 | |
◆Fire Bolt | Standard Spells | 26 | Fire | 45 | |
◆Air Blast | Standard Spells | 30 | Air | 60 | |
◆Water Blast | Standard Spells | 32 | Water | 60 | |
◆Earth Blast | Standard Spells | 34 | Earth | 60 | |
◆Fire Blast | Standard Spells | 36 | Fire | 60 | |
◆Air Wave | Standard Spells | 40 | Air | 75 | |
◆Water Wave | Standard Spells | 42 | Water | 75 | |
◆Earth Wave | Standard Spells | 44 | Earth | 75 |
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.
| Matchup | Bonus Effect | Combat Impact |
|---|---|---|
| Air vs Earth | +15% maximum hit | Advantage: Deal increased damage against target element |
| Air vs Fire | -15% maximum hit | Disadvantage: Deal reduced damage against target element |
| Water vs Fire | +15% maximum hit | Advantage: Deal increased damage against target element |
| Water vs Earth | -15% maximum hit | Disadvantage: Deal reduced damage against target element |
| Earth vs Water | +15% maximum hit | Advantage: Deal increased damage against target element |
| Earth vs Air | -15% maximum hit | Disadvantage: Deal reduced damage against target element |
| Fire vs Air | +15% maximum hit | Advantage: Deal increased damage against target element |
| Fire vs Water | -15% maximum hit | Disadvantage: 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.
| Imbuement | Magic Lv. | Element | Rune Cost | Combat Effect |
|---|---|---|---|---|
◆Suffocate I | 30 | Air | 10% chance on first hit: apply Suffocate (1 stack) to the target | |
◆Drench I | 32 | Water | 10% chance on first hit: apply Drenched to the target | |
◆Fracture I | 34 | Earth | 10% chance on first hit: apply Fracture to the target | |
◆Burn I | 36 | Fire | 4% chance on first hit: apply Burn (1 stack) to the target | |
◆Suffocate II | 50 | Air | 20% chance on first hit: apply Suffocate (1 stack) to the target | |
◆Drench II | 52 | Water | 20% chance on first hit: apply Drenched to the target | |
◆Fracture II | 54 | Earth | 20% chance on first hit: apply Fracture to the target | |
◆Burn II | Fire | 8% chance on first hit: apply Burn (1 stack) to the target | ||
◆Suffocate III | Air | 30% chance on first hit: apply Suffocate (1 stack) to the target | ||
◆Drench III | Water | 30% chance on first hit: apply Drenched to the target | ||
◆Fracture III | Earth | 30% chance on first hit: apply Fracture to the target | ||
◆Burn III | Fire | 12% chance on first hit: apply Burn (1 stack) to the target | ||
◆Suffocate IV | Air | 40% chance on first hit: apply Suffocate (1 stack) to the target | ||
◆Drench IV | Water | 40% chance on first hit: apply Drenched to the target | ||
◆Fracture IV | Earth | 40% chance on first hit: apply Fracture to the target | ||
◆Burn IV | Fire | 15% 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.
| Set Name | Included Pieces | Required Pieces | Set Bonus |
|---|---|---|---|
| Air Wizard | 3 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 Wizard | 3 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 Wizard | 3 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 Wizard | 3 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 Wizard | 3 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 Wizard | 3 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.



