GuidesMagic and ranged

Combat

Magic and ranged

Spells and shots follow the same damage rule as melee (how damage and speed work). This page covers what's special about them: runes, ammo, misses and reloads.

Casting in free combat

Runes and ammo: you pay for the damage you deal

In free combat, runes, arrows, bolts, darts, knives and chinchompas are charged by the damage each cast or shot deals, not by the click. A half-strength cast costs half a set of runes: the game keeps a running tab and takes whole runes as it adds up.

Shots and casts that hit nothing

Getting your ammo back

Ava's devices

Worn in your cape slot, Ava's devices catch your ammo before it's spent:

DeviceAmmo saved
Ava's attractorabout 2 in 3 shots
Ava's accumulatorabout 8 in 9 shots

Shots the device doesn't save land on the ground as usual.

Getting one from Ava

Crossbows and reloading

Rapid or accurate

For bows and thrown weapons, Rapid deals the most damage per second: it is one tick faster than Accurate. For crossbows the two are about even. The weapons table shows both speeds for every ranged weapon.