Magic powers several of the mod’s signature abilities, including guided Fairy Arrows and the Fierce Deity sword beam. This page explains the meter, the default costs, and the easiest ways to refill it.
Magic meter
| Setting | Default |
|---|---|
| Show meter | Only when needed |
| HUD X position | 420 px |
| HUD Y position | 3 px |
| Fairy Arrow magic cost | 2 |
| Fierce Deity beam magic cost | 5 |
Restoring magic
A Magic Jar restores 15 magic. While your meter is not full, eligible player-killed monsters have a 15% independent chance to spawn one. The pickup amount is capped at the current maximum. Magic Jars and other consumables →
Sword beam defaults
| Setting | Default |
|---|---|
| Base beam damage | 5.0 |
| Ciela-enhanced beam damage | 8.0 |
| Beam knockback multiplier | 0.5 |
| Master / Tempered cooldown | 148 ticks |
| Golden / True cooldown | 140 ticks |
| Fierce Deity cooldown | 176 ticks |
Spin attacks
| Setting | Default |
|---|---|
| Charged spin cooldown | 180 ticks |
| Instant spin cooldown | 90 ticks |
| Instant spin enabled | Yes |
| Spin breaks grass/plants | Yes |
At the standard 20 ticks per second, 180 ticks equals 9 seconds. Servers experiencing tick lag may have longer real-time waits.
Instant spin input, sword radius and configurable cooldowns →