The five card weapons
- Fire cards launch a red meteor.
- Ocean cards launch a blue meteor.
- Earth cards launch a green meteor.
- Air cards launch a white meteor.
- Mystic cards rotate through red, blue, green and white, one colour per activation.
These five weapons keep their ordinary three-tick Crush attack and Accurate, Aggressive or Defensive combat styles. Their normal reach is up to five tiles, subject to encounter rules and a clear projectile path. Equip the cards and use a normal attack; selecting an autocast spell is not required or supported for these cards.
Make Mystic cards at the upgrade station
Choose the Mystic cards recipe in the upgrade station. Bring one clean Fire card, one clean Ocean card, one clean Earth card and one clean Air card in your inventory. Fire, Ocean and Earth occupy the three ingredient positions; Air occupies the binding-item position. Air is the fourth required card, not an additional currency charge.
The exchange has 100% success with no extra coin or currency cost. It consumes one eligible copy of each element and creates one Mystic cards item. The station lists the result using its current item name, Mystic cards.
What a clean card means
A clean copy has no attached perks, saved item attributes or unique item value. The exchange skips protected copies and uses clean duplicates when available. If an element has only protected copies, it stops and asks for a clean card. Perks and attributes are not transferred to the result, and protected copies remain in your inventory.
Keep room for the result: consuming a single-copy input normally frees a slot, but a full inventory of input stacks still needs a free slot. Finish any active trade before trying the exchange. If your account is saving, follow the message and try again shortly. If the game reports that the upgrade could not be saved, your original items and quantities are kept.
How a meteor activates
An eligible ordinary card attack against an NPC can launch one extra meteor once the attack is accepted. The ordinary attack can miss and still activate a meteor. Attacks against players, special attacks, manually cast spells and other extra hits do not activate it.
All five cards share a nine-tick cooldown, normally 5.4 seconds, for the current player session. Switching cards does not bypass it. There is no separate repeating attack while you stand idle: a new eligible ordinary attack is needed after the cooldown.
Damage and timing
The meteor is a separate Magic hit with a base damage roll of 0 to 40 for an elemental card or 0 to 44 for Mystic cards. These are maximums, not guaranteed hits. NPC accuracy checks, defences, prayers, immunities and encounter phase rules still apply. The meteor does not recursively trigger additional player on-hit effects or award a second set of combat experience.
The visual appears two ticks after activation, damage resolves six ticks after activation and the temporary visual is removed by ten ticks. At the ordinary 600 ms tick rate, those points are approximately 1.2, 3.6 and 6 seconds. Mystic cards launch one rotating colour at a time, not four simultaneous meteors.
Why a pending meteor disappears
Keep attacking the same living NPC with the same equipped card, within range and with a clear projectile path. Changing targets or the exact equipped weapon, stopping combat, teleporting, dying, logging out, losing the target or leaving range cancels the pending meteor. Encounter ownership and instance restrictions also remain in force. A falling meteor is not a promise of damage after those conditions change.
Finding the elemental inputs
Follow each linked item page for the sources currently recorded in the wiki. Old event wording on a cache examine is not evidence that the old event is running in Aleges. The four-card recipe proves how to make Mystic cards; it does not by itself provide a drop source for the elemental inputs.