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Walkthrough - Magic:
Table of Contents
1.0 - Introduction
2.0 - The Basics of Magic
3.0 - The Runes
4.0 - The Spells
4.1 - Regular Spells
4.2 - Ancient Magicks
4.3 - Lunar Spells
4.4 - Teleport Tablets
5.0 - Mage Gear
5.1 - Mage Armour and Accessories
5.2 - Staves and Wands
6.0 - Training Methods
7.0 - Tips
8.0 - Frequently Asked Questions
9.0 - Quests for Experience
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1.0 - Introduction
Magic is the practice of using charms, spells, or rituals to attempt to produce
supernatural effects or control events in nature.
Magic plays an extremely important role in RuneScape; it has evolved to be one of the more
dominant classes of combat. Similar to Ranged, which requires the use of arrows; magic
uses runes to cast different types of spells.
Magic is the one of the only skills that allows you to utilize combat aspects, as well as
profitability aspects. Magic can be divided into modern magic, ancient magic, and lunar
magic, each with their own subset of spell-types.
Modern magic has many subsets; enchantment, teleportation, offensive spells, defensive
spells, alchemy, binding, and transformation.
Enchanting jewelry has become common practice amongst mages. All types of amulets and
rings that contain a gem can be enchanted to give special effects. Some boost stats, while
others are used to teleport you to certain places. All enchantments require a cosmic rune,
and a certain elemental rune.
There are many teleport spells in both modern and ancient magicks. With a high enough
magic level, and having completed the correct quests, you can teleport to Varrock,
Lumbridge, Trollheim, Camelot, Ardougne, Falador, the Watchtower, and your House. All
teleportation spells require a law rune, and some elemental runes. Note that the Lumbridge
Home Teleport does NOT require any runes. Watch out for the Lost and Found office that may
pull you into a random event abyss.
Offensive, defensive, and binding spells fall under the same category; combat. There are
many types of combat spells, each requiring elemental runes, as well as a specialized rune
stone for the spell power. Mind runes relate to the weak, strike spells; chaos runes
relate to the mid-strength, bolt spells; death runes relate to the mid-high-strength blast
spells; and blood runes relate to the high-powered wave spells and many Ancient spells.
Death runes are also used in Iban Blast and Magic dart, while blood runes are also used in
the God spells. Offensive magic is very useful while player killing from a great distance,
as in the wilderness, or castle wars. Defensive spells are also useful, but only if you
appear to be in trouble, or want to help a friend out whom is fighting with melee. For
lower levels training on higher level monsters, curse spells help weaken the monster, so
as to make it easier for you to finish it off.
Alchemy, binding and transformation spells fall under a similar category. In Alchemy, you
are transforming items into gp. In superheat item, you are in all actuality, turning your
ores into bars. Whilst in bones to bananas, you are obviously transforming your bones
to... bananas. These all require the use of nature runes.
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2.0 - The Basics of Magic
Magic is a fairly simple skill. First of all you will need to locate your spell menu. On
the right hand side of your screen, click on the book icon and you will see a list of
spells. This is where all of your magic will take place.
The main part of this menu is the icons on top. Any icon that is not lit up is a spell
that you either do not have the required runes or you do not have the required level to
cast it. If a spell icon is lit up, you know that you have both the required runes and the
required level.
The other part of this menu is black space on the bottom. When your cursor is moved over a
spell, the information on that spell will be displayed. On top the name of the spell and
the magic level requirement is shown and just below it is a brief description. At the
bottom are the rune/item requirements for the spell. The numbers below tell you how many
runes/items you need to cast the spell. If the number below a rune/item is green the
requirement for that rune has been fulfilled, however if a number is red you will need
more of that rune/item to cast the spell. When all of the numbers are green you have all
of the rune and item requirements to cast the spell.
Casting a spell is simple. Simply click on the spell you want to cast and then click on
your target. Remember that not all of the spells work the same so you will need to
practice this skill in order to get the hang of it. If you are wielding a staff, you will
be able to use an "Auto Cast" feature, which will help you cast the spells much faster. To
use it, go to your combat menu and click the "Choose Spell" button. It will bring up a
menu of the spells available for auto-casting. Select the spell and you should be ready to
go! Now all you have to do is attack something and you will start casting spells
automatically. If you have auto cast on, and set your combat style to defensive, you will
also receive Defence experience.
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3.0 - The Runes
There are many different types of runes in RuneScape, each one offering a special power.
The below table describes how to obtain these runes.
Picture Name Category Respawn Location(s)
Air rune Elemental rune Near H.A.M. HQ, Banana Field on N. Karamja Island, and Dark
Knight Fortress.
Mist rune Combination rune No Location
Dust rune Combination rune No Location
Water rune Elemental rune Al-Kharid Chasm, Dark Knight Fortress, Ice Plateau, outside
H.A.M dungeon.
Mud rune Combination rune No Location
Earth rune Elemental rune Varrock Sewers, North of Varrock Castle, Dark Knight Fortress
Lava rune Combination rune No Location
Fire rune Elemental rune Lesser Demon pit under Karamja Volcano, Al-Kharid Chasm,
Merlin's Workshop in Camelot Castle, Dark Knight Fortress.
Smoke rune Combination rune No Location
Steam rune Combination rune No Location
Mind rune Strike spells By the stairs in Lumbridge Castle, Varrock Sewers, Dark Knight
Fortress, Bone Yard (Wilderness).
Body rune Curse spells Varrock Sewers, west of Varrock Castle and 2nd floor in Al-Kharid
Scimitar Shop, Dark Knight Fortress.
Cosmic rune Enchanting spells Ice Plateau (Level 48 Wilderness).
Chaos rune Bolts spells Moss Giant Hill in level 37-40 Wilderness, Dark Knight Fortress.
Astral rune Lunar Spells No Location
Nature rune Conversion spells Level 45 Wilderness by the Lesser Demons (Telekinetic Grab
needed), North of Rellekka and the rock crabs over the sea (Telekinetic Grab needed).
Death rune Blast spells South of Yanille by the Ogres.
Law rune Teleport spells No Location
Blood rune Wave spells, God spells, Ancient spells Level 54 Wilderness, on the Eastern
side of the Greater Demons
Soul rune High Curse spells
Teleother spells
Some Ancient Spells No Location
3.2 - Runecrafting
Runecrafting is a skill where you can make your own runes. To start Runecrafting, you need
to have completed The Rune Mysteries Quest. In order for you to make a certain rune, you
will need to have a rune essence and a talisman of the respective rune you are going to
craft. To craft the essences into runes, you need to find the temple of the element you
wish to make runes of, e.g. the air temple for air runes. Use the locate option on your
talisman and follow the direction to the altar. Once you have located your altar, use your
talisman on the Mysterious Ruins to enter the altar. Finally, just click the altar inside
the temple, and all your rune essence you are carrying will be made into the corresponding
rune.
For a more detailed explanation regarding Runecrafting, please visit the Runecrafting
skill guide.
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4.0 - The Spells
Now that you know where to get all those runes, we will proceed on to what we can do with
them. Higher-level spells require more runes or a more expensive rune. Here is a table of
spells, which you will be able to cast, as you level up to be a Mage.
Every spell gives experience when you cast it, even if you fail it. Combat spells (strike
spells, bolt spells, blast spells, wave spells, god spells, crumble undead) give extra
magic experience, as well as hits experience depending on the amount of damage you deal
per spell. Non-combat spells (teleporting, alchemy, enchanting, charge, binding etc) do
not give any extra experience besides the base experience; you also do not gain any hits
experience when using such spells.
For combat spells you receive:
2 Magic XP per damage you inflict to your opponent.
1.33 Hits XP per damage you inflict to your opponent.
Below is a very informative table, which shows the spells you can cast at every level,
their corresponding damage if they are an offensive spell, the base experience gained when
casting that particular spell, as well as other important information you need to know
about these spells.
4.1 - The Regular Spells
Most of the time you will find that you will be using this set of spells when you perform
magic, there are two other sets, however they are only for members. This table will go
over the effects of each spell and the runes that are required to cast them.
Picture Level Spell (Max Hit) Effects Runes Required Base Exp
0 Lumbridge Home Teleport Teleports to lumbridge and takes 30 minutes to recharge - You
cannot use this spell when in combat No Runes Needed 0
1 Wind Strike (2) A basic Air missile 5.5
3 Confuse Reduces your opponents attack by 5% 13
4 Lucky Lightning Chance of a lightning bolt striking your opponent and causing extra
damage 14
5 Water Strike (4) A basic Water missile 7.5
7 Clear Mind Chance of lowering your opponent's Prayer points and giving part of them to
you 17
7 Enchant Level 1 Jewelry For use on Sapphire Jewelry 17.5
9 Earth Strike (6) A basic Earth missile 9.5
11 Weaken Reduces your opponents strength by 5% 20.5
13 Fire Strike (8) A basic Fire missile 11.5
14 Earth's Fury Chance of knocking your opponent to the ground - agile opponents may
resist this 24
15 Bones to Bananas Changes all held Bones into Bananas 25
17 Wind Bolt (9) A low level Air missile 13.5
19 Curse Reduces your opponents defence by 5% 29
20 Bind Holds your opponent for 5 seconds 30
21 Low Level Alchemy Converts an item into gold 31
23 Water Bolt (10) A low level Water missile 16.5
24 Sea Curse Chance of a mighty bolt of water crashing down upon your opponent - This is
negated by opponents wielding water staves, but is increased against fiery opponents 34
25 Varrock Teleport Teleports you to Varrock 35
27 Enchant Level 2 Jewelry For use on Emerald Jewelry 37
27 Magical Poison Bolts count as having super poison with an increased chance of
poisoning your opponent 37
29 Down to Earth Chance of lowering your opponent's Magic level 39
29 Earth Bolt (11) A low level Earth missile 19.5
31 Lumbridge Teleport Teleports you to Lumbridge 41
33 Telekinetic Grab Take an item, you can see but cannot reach 43
35 Fire Bolt (12) A low level Fire missile 22.5
37 Falador Teleport Teleports you to Falador 48
39 Crumble Undead Hits Skeletons, Ghosts, Shades and Zombies hard 24.5
40 House Teleport Teleports you to your house 30
41 Wind Blast (13) A medium level Air missile 25.5
43 Superheat Item Smelt an ore without furnace 53
45 Camelot Teleport Teleports you to Camelot 55.5
47 Water Blast (14) A medium level Water missile 28.5
49 Blood Forfeit Chance of losing 10% of your Hitpoints to inflict 20% damage on your
opponent - Does not work if you can't spare the Hitpoints 59
49 Enchant Level 3 Jewelry For use on Ruby Jewelry 59
50 Iban Blast (25) Summons the Wrath of Iban 30
50 Snare Holds your opponent for 10 seconds 60.5
50 Magic Dart (19) A magic dart of slaying 30
51 Ardougne Teleport Teleports you to Ardougne 61
53 Earth Blast (15) A medium level Earth missile 31.5
55 High Level Alchemy Converts an item into more gold 65
56 Charge Water Orb Needs to be cast on a Water Obelisk 56
57 Armour Piercing Chance of negating a sizeable portion of your opponent's defence
against Ranged attacks 67
57 Enchant Level 4 Jewelry For use on Diamond Jewelry 67
58 Watchtower Teleport Teleports you to the Watchtower 68
59 Fire Blast (16) A medium level Fire missile 34.5
60 Bones to Peaches Converts bones into Peaches 65
60 Saradomin Strike (30) Summons the power of Saradomin 35
60 Claws of Guthix (30) Summons the power of Guthix 35
60 Flames of Zamorak (30) Summons the power of Zamorak 35
60 Charge Earth Orb Needs to be cast on an Earth Obelisk 70
61 Trollheim Teleport Teleports you to Trollheim 68
62 Wind Wave (17) A high level Air missile 36
63 Charge Fire Orb Needs to be cast on a Fire Obelisk 73
64 Ape Atoll Teleport Teleports you to Ape Atoll 74
65 Water Wave (18) A high level Water missile 37.5
66 Charge Air Orb Needs to be cast on an Air Obelisk 76
66 Vulnerability Reduces your opponents defence by 10% 76
68 Dragon's breath Chance of inflicting a dragon's breath hit against your opponent -
Will not work if they are wielding an anti-dragonbreath shield or are a dragon 78
68 Enchant Level 5 Jewelry For use on Dragonstone Jewelry 78
70 Earth Wave (19) A high level Earth missile 40
73 Enfeeble Reduces your opponents strength by 10% 83
74 Teleother Lumbridge Teleports target to Lumbridge 84
75 Fire Wave (20) A high level Fire missile 42.5
79 Entangle Holds your opponent for 15 seconds 91
80 Stun Reduces your opponents attack by 10% 90
80 Charge Temporary increases the power of the three God Spells 180
82 Teleother Falador Teleports target to Falador 92
85 Tele Block Stops your target from teleporting 95
87 Life Leech Chance of doing extra damage and healing a small amount - Does not work on
undead, as they have no life to leech 97
87 Enchant Level 6 Jewelry For use on onyx jewelry 97
90 Teleother Camelot Teleports target to Camelot 100
4.2 - Ancient Magicks
After completing the Desert Treasure quest members have the opportunity to buy the Ancient
Staff from Eblis for 80,000gp. This staff is extremely powerful as it allows you to
auto-cast Ancient Magicks. For more information, visit the Ancient Magicks guide.
4.3 - Lunar Spells
Upon completion of the Lunar Diplomacy quest, members with a level of 65 magic or higher
have the ability to swap their regular spell book to the Lunar spell book. Lunar spells
are a special form of magic crafted by the people of Moonclan island, largely making use
of the astral rune.
4.4 - Teleport tablets
Teleport tablets were introduced to the game when Construction was released. They are made
in the study room of a player's house, using the lectern. Teleport tablets are stackable,
therefore making them really useful and also very easy to use. A teleport tablet will
break after you've used it. The table below shows the locations that you can teleport to,
and the experience gained. (Note: Experience is gained from making the tablet, not by
breaking it).
Picture Locations Experience
Your house, Falador, Ardougne, Lumbridge, Varrock, Seers' Village and Yanille. 30
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5.0 - Mage Gear
Mage gear plays an important role in enhancing a mage. There are different types of mage
gear, which not only gives attack bonus, but also defence bonus. Attack bonuses will
obviously help you when attacking with magic and magic defence bonuses will help you when
you are hit with magic. It is essential for an experienced Mage to wear the best gear
he/she can wear.
5.1 - Mage Armour
The following table is a list of armour that can be used to benefit you while using Magic.
Picture Name Attack Bonus Defence Bonus Other Effects
Splitbark Helmet Magic: +2
Range: -2 Stab: +10
Slash: +9
Crush: +11
Magic: +3 None
Splitbark Body Magic: +8
Range: -10 Stab: +35
Slash: +25
Crush: +42
Magic: +15 None
Splitbark Legs Magic: +6
Range: -7 Stab: +22
Slash: +20
Crush: +24
Magic: +10 None
Splitbark Gauntlets Magic: +1
Range: -1 Stab: +3
Slash: +2
Crush: +4
Magic: +2 None
Splitbark Greaves Magic: +1
Range: -1 Stab: +3
Slash: +2
Crush: +4
Magic: +2 None
Mystic Hat Magic: +4 Magic: +4 None
Mystic Robe (Top) Magic: +20 Magic: +20 None
Mystic Robe (Bottom) Magic: +15 Magic: +15 None
Mystic Gloves Magic: +3 Magic: +3 None
Mystic Boots Magic: +3 Magic: +3 None
Ghostly hood Magic: +3 Magic: +3 None
Ghostly robes (Top) Magic: +5 Magic: +5 None
Ghostly robes (Bottom) Magic: +4 Magic: +4 None
Ghostly gloves Magic: +2 Magic: +2 None
Ghostly boots Magic: +2 Magic: +2 None
Ghostly cloak Magic: +5 Magic: +5 None
Ahrim's Hood Magic: +6
Range: -2 Stab: +15
Slash: +13
Crush: +16
Magic: +6 Drains Strength
Ahrim's Robetop Magic: +30
Range: -10 Stab: +52
Slash: +37
Crush: +63
Magic: +30 Drains Strength
Ahrim's Robeskirt Magic: +22
Range: -7 Stab: +33
Slash: +30
Crush: +36
Magic: +22 Drains Strength
Infinity Hat Magic: +6 Magic: +6 None
Infinity Robe (Top) Magic: +22 Magic: +22 None
Infinity Robe (Bottom) Magic: +17 Magic: +17 None
Infinity Gloves Magic: +5 Magic: +5 None
Infinity Boots Magic: +5 Magic: +5 None
Mage's Book Magic: +15 Magic: +15 None
Enchanted hat Magic: +4 Magic: +4 None
Enchanted robe Magic: +20 Magic: +20 None
Enchanted skirt Magic: +15 Magic: +15 None
Lunar helm Magic: +3
Range: -2 Stab: +8
Slash: +7
Crush: +10
Magic: +2 None
Lunar torso Magic: +10
Range: -10 Stab: +34
Slash: +22
Crush: +40
Magic: +12 None
Lunar legs Magic: +7
Range: -7 Stab: +20
Slash: +19
Crush: +23
Magic: +9 None
Lunar gloves Magic: +4
Range: -1 Stab: +2
Slash: +1
Crush: +1
Magic: +2 None
Lunar boots Magic: +2
Range: -1 Stab: +1
Slash: +2
Crush: +2
Magic: +2 None
Lunar cape - Slash: +1
Crush: +1
Range: +2 None
Lunar amulet Magic: +1 Magic: +1 None
Lunar ring Magic: +2 Magic: +2 None
Wizards Hat Magic: +2 Magic: +2 None
Robe of Zamorak (Top) Magic: +2 Magic: +3 Prayer: +3
Robe of Zamorak (Bottom) Magic: +2 Magic: +3 Prayer: +3
Gnome Hat Magic: +3 Magic: +3 None
Farseer Helm Stab: -5
Slash: -5
Crush: -5
Magic: +6
Range: -5 Stab: +8
Slash: +10
Crush: +12
Magic: +6 None
Wizards Boots Magic: +4 Magic: +4 None
Wizard Robe Magic: +3 Magic: +3 None
Wizard Hat Magic: +2 Magic: +2 None
God Cape Magic: +10 Stab: +1
Slash: +1
Crush: +2
Magic: +10 Special: Needed for the Charge spell.
Chaos Gauntlets Stab: +2
Slash: +2
Crush: +2 Stab: +8
Slash: +9
Crush: +7 Special: When worn, bolts spells hit harder.
Amulet of Magic Magic: +10 None None
Amulet of Glory All stats: +10 All stats: +3 Strength: +6
Prayer: +3
Special: Gives you a higher chance of getting
gems when mining and allows you to
teleport to Draynor Village, Edgeville,
Al-Kharid and N. Karamja.
Amulet of Fury All stats: +10 All stats: +15 Strength: +8
Prayer: +5
Seer's Ring Magic: +4 Magic: +4 None
5.2 - Staves and Wands
The following table is a list of staves that can be used to benefit you while using Magic.
Picture Name Attack Bonus Defence Bonus Other Information
Staff Slash: -1
Crush: +7
Magic: +4 Stab: +2
Slash: +3
Crush: +1
Magic: +4 Strength: +3
Melee Speed: 2.5 seconds
Magic Staff Stab: +2
Slash: -1
Crush: +10
Magic: +10 Stab: +2
Slash: +3
Crush: +1
Magic: +10 Strength: +7
Melee Speed: 2.5 seconds
Elemental Staff Stab: +2
Slash: -1
Crush: +7
Magic: +10 Stab: +2
Slash: +3
Crush: +1
Magic: +10 Strength: +3
Melee Speed: 2.5 seconds
Special: Unlimited Rune Supply of the
respective element of the staff.
Battlestaff Stab: +2
Slash: -1
Crush: +25
Magic: +10 Stab: +2
Slash: +3
Crush: +1
Magic: +25 Strength: +32
Melee Speed: 2.5 seconds
Elemental Battlestaff Stab: +2
Slash: -1
Crush: +25
Magic: +10 Stab: +2
Slash: +3
Crush: +1
Magic: +25 Strength: +32
Melee Speed: 2.5 seconds
Special: Unlimited Rune Supply of the
respective element of the staff.
Lava Battlestaff Stab: +2
Slash: -1
Crush: +25
Magic: +10 Stab: +2
Slash: +3
Crush: +1
Magic: +10 Strength: +32
Melee Speed: 2.5 seconds
Special: Unlimited Supply of Fire and
Earth Runes.
Mystic Elemental Battlestaff Stab: +10
Slash: -1
Crush: +40
Magic: +10 Stab: +2
Slash: +3
Crush: +1
Magic: +10 Strength: +50
Melee Speed: 2.5 seconds
Special: Unlimited Rune Supply of the
respective element of the staff.
Staff of Guthix Stab: -1
Slash: -1
Crush: +6
Magic: +6 Stab: +2
Slash: +3
Crush: +1
Magic: +6 Strength: +2
Melee Speed: 2.5 seconds
Special: Allows you to cast Claws of Guthix.
Staff of Saradomin Stab: -1
Slash: -1
Crush: +6
Magic: +6 Stab: +2
Slash: +3
Crush: +1
Magic: +6 Strength: +2
Melee Speed: 2.5 seconds
Special: Allows you to cast Saradomin Strike.
Staff of Zamorak Stab: -1
Slash: -1
Crush: +6
Magic: +6 Stab: +2
Slash: +3
Crush: +1
Magic: +6 Strength: +2
Melee Speed: 2.5 seconds
Special: Allows you to cast Flames of Zamorak.
Iban Staff Stab: +10
Slash: -1
Crush: +40
Magic: +10 Stab: +2
Slash: +3
Crush: +1
Magic: +10 Strength: +50
Melee Speed: 2.5 seconds
Special: Allows you to cast the Iban Blast spell.
Slayer's staff Stab: +7
Slash: -1
Crush: +25
Magic: +12 Stab: +2
Slash: +3
Crush: +1
Magic: +10 Strength: +35
Melee Speed: 2.5 seconds
Special: Allows you to cast Magic Dart.
Ancient Staff Stab: +10
Slash: -1
Crush: +40
Magic: +15 Stab: +2
Slash: +3
Crush: +1
Magic: +15 Strength: +50
Prayer: -1
Melee Speed: 2.5 seconds
Special: Allows you to auto-cast Ancient Magicks.
Toktz Mej Tal Stab: +15
Slash: -1
Crush: +55
Magic: +15 Stab: +10
Slash: +15
Crush: +5
Magic: +15 Strength: +55
Prayer: +5
Melee Speed: unknown
Lunar staff Stab: +3
Slash: +2
Crush: +16
Magic: +13 Stab: +2
Slash: +3
Crush: +2
Magic: +13
Range: +2 Strength: +15
Prayer: +3
Mud Staff Stab: +7
Slash: -1
Crush: +28
Magic: +10 Stab: +2
Slash: +3
Crush: +1
Magic: +10 Strength: +35
Melee Speed: 2.5 seconds
Special: Unlimited Rune Supply of
water and earth runes.
Ahrim's Staff Stab: +12
Slash: -1
Crush: +65
Magic: +15 Stab: +3
Slash: +5
Crush: +2
Magic: +15 Strength: +68
Melee Speed: 2 seconds
Special: Lowers the strength of your opponent (only when wielded along with Ahrim's
robetop, robeskirt and hood).
Beginner Wand Magic: +5 Magic: +5 None
Apprentice Wand Magic: +10 Magic: +10 None
Teacher Wand Magic: +15 Magic: +15 None
Master Wand Magic: +20 Magic: +20 None
Important Notes
Iban Staff: You must have completed the Underground Pass quest to wield this staff. If you
lose your Staff of Iban, you will have to kill one of the Zamorak disciples in the The
Underground Pass, get the broken staff they drop, and then go to The Dark Mage just
outside of the Underground Pass entrance in West Ardougne who will fix it for 200,000gp.
To recharge your Iban Staff, go to the The Underground Pass and use it on the Well of
Voyage (the big bowl right after paladins).
God Staves: To obtain a God Staff and the respective God Cape, you have to have completed
the Mage Arena Mini Game. For more information, please visit our Mage Arena guide.
Ancient Staff: Upon completion of the Desert Treasure quest, you can buy an Ancient staff
off of Eblis (by the mirrors), for 80,000gp. You may only do this once. If you lose the
staff, you will have to either buy it from other players (for a lot of money), or train on
Mummies in the Desert Pyramid.
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6.0 - Training Method
In this section, I will go through the different levels and what spell to cast as you
level. I will also include the places and NPC's to train with if there is a need. Each
level frame will be divided into two sections: Members as well as Non-Members.
For members, there is a special training location available to them. It is the Mage
Training Arena located just north of the Duel Arena. The minimum level to be able to use
the arena is level 7 magic for level 1 enchant. It can be great training experience for
medium to high level mages.
Level 1 - 9
Non-Members: The only spell you can cast at level 1 is wind strike. During this time
frame, stick with using Wind Strike. I advise going to the Port Sarim Jail and mage the
Black Knight which is caged up there. Since he is wearing Black Armour, he is very
vulnerable against Mage attacks.
Another option would be to train with the Lesser Demon, which is caged up in the top floor
of the Wizard's Tower. However, that place is a multi combat area and it is usually
crowded with other Mages. Thus, they would steal your kill and possibly your drops.
The last, and possibly the most resourceful option, would be to kill chickens in the
chicken coop located south of Lumbridge Castle. The chickens are weak (in both offense and
defence.)
Members: Similar to F2P, at such low levels, there is not much places you can train with
where NPC's are locked up.
Level 9 - 20
Non-Members: Stop training with wind strikes, its max damage is only 2 and you will be
hitting more than 2 with other spells. Once you hit level 9 magic, cast earth strikes
until level 20. However if you can afford buying 1 more Air rune per spell you cast, go
with fire strike once you hit level 13. Once again, I would suggest training with the
Black Knight over at Port Sarim Jail. Alternatively, you could train using the curse
spells (confuse, weaken and curse) as they give a fair amount of XP for the runes they
use. The only down side to this, is that you can only cast each of the curse spells on an
NPC once in a certain period of time. To make the most of your training, find an area with
a LOT of monsters, in a multi-combat area.
Alternatively, you can cast the curse spells in Varrock castle, there is a Zamorak druid
behind the main staircase in the bar. You can cast curse spells on him as you can with any
other NPC, however when the spell successfully effects him, the effect will wear of
shortly, so you will be able to cast the same spell again in concession..
Members: Similar to F2P, at such low levels, or Ardougne Zoo.
Level 20 - 39
Non-Members: Fire strike is one of the best leveling spells for mages of low levels. Even
if you are level 29 and can cast earth bolt, I would advise you to stick with Fire strike
because chaos runes cost too much and it would not be a good option to waste your money
just for an extra 8-9k experience per hour. Once again, I would suggest training with the
Black Knight over at Port Sarim Jail.
Members: Try Ardougne Zoo, and cast spells on some of the higher level creatures.
Level 39 - 55
Non-Members: This is where the fast levels start flowing in. Crumble Undead is the spell
every Mage should train with once they hit level 39. Experiments have proven that Crumble
Undead gives the most Magic Exp per hour.
However, the downside of Crumble Undead is that there is no auto-casting for free players.
Thus a lot of clicking would be needed. If you are someone who gets bored easily by
clicking simultaneously, go with fire bolt instead as you might have a better chance of
getting good drops. Some people believe that crumble undead is worse then the bolt spells,
however on average you get the best result from crumble undead investment wise.
Some extremely good spots for casting Crumble Undead without engaging in close battles
would be in Varrock Sewers. There is a group of Zombies as well as Skeletons, which are
located north of the Sewer. There is a small river separating you and the
Zombies/Skeletons while you cast Crumble Undead Spell on them. To prevent from engaging in
Combat, stand on the opposite side of the river as the creature you are attacking is.
Members: For members, the best spot to cast Crumble Undead is at Shilo Village where the
Undead Ones are located. From the gate nearest to the Shilo Village bank, you can mage the
Undead Ones that are located in the little area. If you have level 55 slayer, you can buy
a Slayers' Staff from one of the Slayer Masters, which allows you to auto cast crumble
undead, and a few other spells.
Level 55 - 75
Non-Members: High Alchemy gives 25k more experience per hour compared to fire bolt. This
is a significant amount and could help you level up a lot faster. However, the downside of
High Alchemy is that you would not gain any hits experience. If you are desperate for Hits
Exp, then by all means go ahead with fire bolt or even Crumble Undead. I strongly do not
suggest using Fire Bolt until 65+ Magic, as Crumble Undead would give you more
experience/chaos rune with such a low damage rate. Experiments have proven that High
Alchemy Spell is the fastest spell to level Magic with.
High Alchemy can be done in any bank. If you decide to go ahead with fire bolt, a good
place to mage would be the two Lesser Demons over at Crandor Isle. The best place to stand
to which is used by high-level Mages and also Rangers is behind the roots near the Lesser
Demons spawn point. When standing on the square just diagonally of the roots, you will be
shielded by the jungle plant, which appears to be in front of you. Since the Lesser Demons
spawn point is always north of the roots where you are standing, you will never get hurt.
However, do beware of the second Lesser Demon if he comes beside you while you are casting
magic on the other one, as there is a possibility that it will attack you. Here is a
picture to illustrate what I have been talking about.
Members: For members, I still strongly advise you to train with the Undead Ones over at
Shilo Village. They have quite a lot of health, which would give you more experience per
NPC. Crumble Undead is also cheaper and faster than fire bolts since you will not be
hitting above 10 quite often, until around level 65+ Magic. From the gate nearest to the
Shilo Village bank, you can mage the Undead Ones that are located in the little area.
Level 75+
Non-Members: Continuing with High Alchemy is the fastest way to get you up in levels.
However, I must stress again that High Alchemy Spell will not give any hits experience. If
you are desperate for Hits Exp, train with fire bolt or Crumble Undead instead.
Experiments have proven that High Alchemy Spell is the fastest spell to level magic with.
Members: For level 75+ Mages, you will hit very high damage, thus, it is advisable for you
to train with high-level NPC's, which drop very good loot. A popular training spot would
be the Black Demons in Taverley Dungeon. Although they are level 172, they are weak
against magic and should not be a problem for high level Mages. Once you are in the Black
Demon Lair, go to the middle of the south-west wall where there is a huge pillar where you
can hide. When casting magic from that spot, Black Demons cannot attack you from either
side, as the pillars will be protecting you. Here is a picture to aid you on what I am
referring to.
Another popular choice would be the Blue Dragons over at Taverley Dungeon. When you are by
the Blue Dragons in Taverley Dungeon, there is a "hill" by the east wall. Stand there and
mage, the Blue Dragons cannot hit you from there. It is pretty obvious where it is once
you are in the Blue Dragons area in Taverley Dungeon.
There is another alternative for people who want weaker and safer spots. Another option
for you to train Magic efficiently would be the Fire Giants over in the Waterfall Dungeon.
There are 2 chambers where Fire Giants spawn in the Waterfall Dungeon; the west chamber is
where Fire Giants will not hit you. In that room, the door to the north (First door to the
north), if you stand there they cannot attack you. Another way not to get hurt is stand
behind a chair in the West Chamber.
Another alternative, which is a fairly new option, would be to train at Pest Control. You
can use the Ancient Magicks spells which hit multiple opponents. In this case, it would be
Creatures. When you can do the Ancient Magick spell 'Ice Burst', this can achieve you
around 300Exp per cast. Since it would hit multiple creatures at once. To use this method
efficiently, you need to wait until a selection of creatures are bunched up, and then make
sure you target the one closest to the center of them. Only use this method when you're
around multiple enemies, as using Ice Burst can be expensive, and you won't get the
desired Exp from this if you just cast on 1 enemy.
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7.0 - Tips
This section will teach you some tips and tricks fellow top notch Mages like you have up
their sleeves.
High Alchemy
When using the High Alchemy spell on a massive bulk of items, always draw them out as
notes. Place these notes on the #16 slot in your inventory, which is in the 4th row,
fourth slot from the left.
Then click on your spell list and select High Alchemy spell, once you click on it, it will
automatically bring you to your inventory. Having put your notes in the 16th slot already,
you do not need to move your mouse anymore.
Please note that you cannot simply keep clicking, as there is a pause time for the
animation of you casting the spell to load. Get your timing right. The High Alchemy spell
animation will show you casting the spell, which will flash 3 times. After the 3rd flash,
you may click on the item to be High Alchemized again. Practice makes perfect, that is the
key to fast leveling.
Curse Training
A fairly new and popular method of training magic on pures for those low on cash, is by
using curse spells. Many people know of the curse spell (level 19 magic - requires 3 earth
runes, 2 water runes, and 1 body rune) which gives good magic XP. What most people do not
know is that this can be effectively used over and over with a strategic training method.
You gain no HP experience points when training with this, which makes it good for pures.
Firstly, put on some metal armour (such as iron) and head out to a quiet location of your
choice that has a lot of monsters in a small area. Stand across from the monsters so they
cannot attack you. Wield whatever staff you have less runes of (remember the 2 water 3
earth ratio per spell, and pick the staff to fit you, mud staves are very good since they
give both water and earth runes) and try to get your magic attack bonus to as low as
possible. When you're ready, cast curse on the monster, allowing it to splash (fail), thus
allowing you to cast it on the same monster again and again. This gains massive magic
experience points in a small amount of time, for a minimum amount of cash. You can
purchase body runes in bulk from Aubury in Varrock to save even more. A good place to do
this is in Varrock sewers.
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8.0 - Frequently Asked Questions
Question: Back in RS-C, my Santa Hat used to add some Magic bonus, and now it does not.
Why?
Answer: Jagex have removed the Santa hat's magic bonus now; it is now a normal holiday
drop without any stats.
Question: How come I cannot get all the God Capes?
Answer: You can only have one (1) God cape at a time. If you want a different God cape,
drop your current cape and pray at a different statue.
Question: How come I cannot wear a Saradomin Cape and wield a Guthix Staff?
Answer: You can only wield one at a time unless they are the corresponding cape and staff.
You will get a message saying something like "The conflicting powers of the cape and the
staff drive them apart".
Question: Where can I get Blue Wizards robe (top)?
Answer: You have to kill Wizards, which will drop them. The drop rate of these robes is
random.
Question: If my Smithing is level 1, can I Superheat rune ores and coal ores to make rune
bars?
Answer: No, you still need the appropriate Smithing level when using superheat item spell.
Question: How much money do I lose when I alch yew longbows?
Answer: On average, you will be losing approximately 80 to 100 gp per alch, however this
can vary depending on how much you buy the supplies for.
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9.0 - Quests for Experience
A Fairy Tale Part I: 1,000 XP
Desert Treasure: 20,000 XP
Dream Mentor: 10,000 XP
Enakhra's Lament: 7,000 XP
The Eyes Of Glouphrie: 12,000 XP
The Path Of Glouphrie: 5,000 XP
The Giant Dwarf: 1,500 XP
The Grand Tree: 2,150 XP
Horror from the Deep: 4,662 XP
Imp Catcher: 875 XP
King's Ransom: 5,000 XP
Lunar Diplomacy: 5,000 XP
Recipe for Disaster: 2,500 XP
Spirits of the Elid: 1000 XP
Swan Song: 15,000 XP
Watch Tower: 15,250 XP
Witch's Potion: 325 XP
Quests with a choice Experience
Legends Quest: 7,650-30,600 XP (7,650 is given to 4 skills from a list of skills)
One Small Favour: 10,000-20,000 XP (2 x 10,000 lamps for any skill of your choice over
level 30)
Recipe for Disaster: 20,000 XP (A Lamp to grant 20,000xp in a skill of your choice over
level 50)
Great Brain Robbery, The: 5,000 XP for any skill you choose over level 30.
Dream Mentor: 15,000 XP (A lamp granting 15000 XP in either Ranged, Magic, Hitpoints,
Strength or Defence)
A Fairy Tale Part II: 2,500 XP in any skill of your choice over level 30.
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