Combat spells

Combat spells are used by their casters, mostly in battle, for their offensive capabilities. Combat magic can be separated into three sub-types. The first type of spells, elemental spells, deal a specific type of elemental damage, and are most commonly used against monsters with a specific weakness to that element. The second type, curse spells, are used to disable an opponent, and make dealing damage easier or safer for the mage casting them. Finally, there are support spells, which offer a range of benefits to the caster, such as preventing damage, curing poison, and healing other players.

Elemental spells


The standard and ancient consist of a variety of elemental spells. Players on the lunar spellbook can only cast elemental spells with a polypore staff or through borrowed power.

Higher level spells deal more damage, but if a monster has a specific elemental weakness, a slightly lower level spell of that element may be preferred.

Curse spells


Curse spells (or Curses) are used to disable the caster's target, instead of directly dealing them damage. Ancient Smoke, Shadow, and Ice elemental spells both damage and disable an opponent.

Curses are an underused part of the standard spellbook, mainly because spellcasters have little time to waste on casting non-damage spells. In prolonged fights, using a curse spell or two at the beginning may be a good idea. Curses can also be useful when competing for a monster respawn, as the curse immediately engages the monster. Curse spells can only be used again on the same target once the first spell has worn off, unless the curse 'splashes' and does not affect the opponent.

Support spells
The Lunar spellbook and the Seren spells provide a variety of support spells.

Seren Spells

 * Spells marked with an asterisk ( * ) require completion of Dream Mentor to cast.


 * Spells marked with two asterisks ( ** ) can be used once unlocked at the Livid Farm activity.
 * Seren Spells are a part of the Ancient Magicks spellbook