|
Lets begin with some basic definitions of magic-related items:
- Rune - Runes are stones with magical qualities that allow you to cast spells.
- Staff - The staff is the basic weapon used by the wizard. Certain staffs are more powerful than
others, and some take the place of certain runes (more on that later).
- Robes - Robes are the only clothing made especially for mages. Robes are very light, which allows
mages to run farther than if they were in metal armor, and they also add to our maging capabilities, unlike armor, which lowers
the amount of damage you do and the experience you gain.
- Mage - One who uses magic.
Magic is an amazingly powerful form of combat. Magic is like ranging, but instead of using arrows, mages
use their magic spells. Your magic level tells you which spells you can cast, and how much and how often you will hit an enemy
with your spell. As your magic level gets higher, more spells become available to you, and as your level rises, you can hit
more often and for higher amounts with spells you already know.
Magic can also be used out of combat. With magic,
you can change bones into food, turn anything into cash, teleport to the major cities, and much more! Your magical defence
is balanced in a 70% magic skill and 30% defence split.
To look at the spells you can cast, click the spell book on
the right side of the screen. Hover your mouse over the spells and you will see the level and the runes required for the spell:

If you have the runes, it will show the amount of runes you have next to the amount required for the spell.
To get runes to cast spells, you can buy them from either rune store (one
in Port Sarim, one in Varrock). The rune store in Port Sarim is cheaper than the one in Varrock, but it only stocks 1000 of
each basic rune opposed to the 2000 in Varrock. The stores stock air, fire, water, earth, body, mind, chaos, and death runes.
Runes can also be bought in the Magic Guild (Yanille) and the Mage Arena. Another very good way to get runes is to craft them
yourself. Refer to the Runecrafting Skill Guide for information. Consult the following chart to see a mini-picture of each rune, and some details:
| Rune |
Image |
Classification |
Spawning Location(s) |
| Air |
 |
Elemental |
On Karamja Island - behind Luthas' house, near banana field, in the forest west of Lumbridge |
| Blood* |
 |
Used for Wave Attacks |
Wilderness |
| Body |
 |
Used for Curse Attacks |
Al Kharid Scimitar Shop, Wilderness |
| Chaos |
 |
Used for Bolt Attacks |
Dark Warriors Castle, Wilderness |
| Cosmic |
 |
Used for Enchantment |
Deep Wilderness on the Ice Plateau |
| Death |
 |
Used for Blast Attacks |
Southeast of Yanille surrounded by Grey Wolves |
| Earth |
 |
Elemental |
North Varrock Forest, Varrock Sewers |
| Fire |
 |
Elemental |
Al Kharid Mine, Karamja Dungeon, Merlin's Workshop in Camelot Castle |
| Law |
 |
Used for Teleportation and Telekinesis |
No spawn point, you need to kill monsters |
| Mind |
 |
Used for Strike Attacks |
Lumbridge Castle |
| Nature |
 |
Used for Conversion |
Wilderness, Ardougne (chests), Rellekka north shore island (requires Telegrab, heh heh) |
| Soul* |
 |
Used for High Level Curse Attacks |
Wizard's Guild |
| Water |
 |
Elemental |
Al Kharid Mine |
*Members-Only Runes
The new combination runes act as one of each supporting
rune. Thus, casting the Crumble Undead spell (normally requiring 2 Earth, 2 Air and 1 Chaos) would require only 2 Dust and
1 Chaos. Refer to the Runecrafting Skill Guide for details on making these runes.
| Rune |
Image |
Acts As |
Best Use {Other Uses} |
| Mist |
 |
Air and Water |
Water missile attacks |
| Dust |
 |
Air and Earth |
Crumble Undead {Earth missile attacks} |
| Mud |
 |
Earth and Water |
Bind, Snare, Vulnerability, Enfeeble, Entangle, Stun, Bones to bananas, Enchant lvl-5 jewelry {Confuse, Weaken,
Curse} |
| Smoke |
 |
Air and Fire |
Charge, Ancient Magic Smoke attacks {Fire missile attacks, god strikes} |
| Steam |
 |
Fire and Water |
None {use as one or the other} |
| Lava |
 |
Earth and Fire |
None {use as one or the other} |
Casting spells in the new Runescape is very different from
the old version in RS Classic. The amount of hits you hit with your spell affects the amount of experience you receive; a
higher hit gives more experience. If you hit a 5, you will gain 4 experience for each point you hit for, so you gain 20 experience.
Some pictures that may be of some help when using magic to fight are shown below, along with a table that shows the spells,
the magic level needed to cast them, the runes needed to cast them, and the effect of the spell.
Note: Crumble Undead's
Experience has been Halved. Both as Base exp, and its splash damage bonus. Crumbles base (no damage) exp is now 24.5. Crumble
Splash damage bonus is now 2exp per dmg, instead of the usual 4 you get with other spells The images below shows the "auto-mage"
screens, which allow you to click attack like you normally would with melee combat, but you use magic to attack the monster
instead.

The image below shows your list of spells. The ones that are darkened (all of the ones shown here) cannot be cast
because you do not have the right amount of runes or magic level needed to cast them.

| Spell |
Magic Level Required |
Runes Needed |
Effect |
| Wind Strike |
1 |
1 Air, 1 Mind |
A basic Air missile |
| Confuse |
3 |
3 Water, 2 Earth, 1 Body |
Reduces your opponent's attack by 5% |
| Water Strike |
3 |
1 Water, 1 Air, 1 Mind |
A basic Water missile |
| Enchant Lvl-1 Jewelry |
7 |
1 Water, 1 Cosmic |
For use on Sapphire Jewelry |
| Earth Strike |
9 |
2 Earth, 1 Air, 1 Mind |
A basic Earth missile |
| Weaken |
11 |
3 Water, 2 Earth, 1 Body |
Reduces your opponent's strength by 5% |
| Fire Strike |
13 |
3 Fire, 2 Air, 1 Mind |
A basic Fire missile |
| Bones to Bananas |
15 |
2 Earth, 2 Water, 1 Nature |
Changes all held bones into bananas |
| Wind Bolt |
17 |
2 Air, 1 Chaos |
A low level Air missile |
| Curse |
19 |
2 Water, 3 Earth, and 1 Body |
Reduces your opponent's defense by 5% |
| Bind |
20 |
3 Earth, 3 Water, 2 Nature |
Holds your opponent for 5 seconds |
| Low Level Alchemy |
21 |
3 Fire, 1 Nature |
What the General Store will pay for an item
when there are zero in stock |
| Water Bolt |
23 |
2 Water, 2 Air, 1 Chaos |
A low level Water missile |
| Varrock Teleport |
25 |
1 Fire, 3 Air, 1 Law |
Teleports you to Varrock |
| Enchant Lvl-2 Jewelry |
27 |
3 Air, 1 Cosmic |
For use on emerald jewelry |
| Earth Bolt |
29 |
3 Earth, 2 Water, 1 Chaos |
A low level Earth missile |
| Lumbridge Teleport |
31 |
1 Earth, 3 Air, 1 Law |
Teleports you to Lumbridge |
| Telekinetic Grab |
33 |
1 Air, 1 Law |
Take an item you can see but can't reach |
| Fire Bolt |
35 |
4 Fire, 3 Air, 1 Chaos |
A low level Fire missile |
| Falador Teleport |
37 |
1 Water, 3 Air, 1 Law |
Teleports you to Falador |
| Crumble Undead |
39 |
2 Earth, 2 Air, 1 Chaos OR 2 Dust and 1 Chaos |
Hits skeletons, ghosts, and zombies hard |
| Wind Blast |
41 |
3 Air, 1 Death |
A medium level Air missile |
| Superheat Item |
43 |
4 Fire, 1 Nature |
Smelt ore without a furnace |
| Camelot Teleport* |
45 |
5 Air, 1 Law |
Teleports you to Camelot |
| Water Blast |
47 |
3 Water, 3 Air, 1 Death |
A medium level Water missile |
| Enchant Lvl-3 Jewelry |
49 |
5 Fire, 1 Cosmic |
For use on ruby jewelry |
| Iban Blast* |
50 |
5 Fire, 1 Death, Staff of Iban |
A strength 25 missile attack |
| Snare* |
50 |
4 Earth, 4 Water, 3 Nature |
Holds your opponent for 10 seconds |
| Magic Darts* |
50 |
1 Death, 4 Mind Slayer's staff |
Use to slay Turoths and Kurasks |
| Ardougne Teleport* |
51 |
2 Water, 2 Law |
Teleports you to Ardougne (must have completed
Plague City quest) |
| Earth Blast |
53 |
4 Earth, 3 Air, 1 Death |
A medium level Earth missile |
| High Level Alchemy |
55 |
5 Fire, 1 Nature |
What a specialty Store will normally pay for
an item (at their normal stock level). |
| Charge Water Orb* |
56 |
30 Water, 3 Cosmic, Orb |
Needs to be cast on a water obelisk |
| Enchant Lvl-4 Jewelry |
57 |
10 Earth, 1 Cosmic |
For use on diamond Jewelry |
| Watchtower Teleport* |
58 |
2 Earth, 2 Law |
Teleports you to the Watchtower (must have
completed Watchtower quest) |
| Fire Blast |
59 |
5 Fire, 4 Air, 1 Death |
A medium level Fire missile |
| Charge Earth Orb* |
60 |
30 Earth, 3 Cosmic, Orb |
Needs to be cast on an earth obelisk |
| Saradomin Strike* |
60 |
2 Fire, 2 Blood, 4 Air, Staff of Saradomin |
Summons the power of Saradomin |
| Claws of Guthix* |
60 |
1 Fire, 2 Blood, 4 Air, Staff of Guthix |
Summons the power of Guthix |
| Flames of Zamorak* |
60 |
4 Fire, 2 Blood, 1 Air, Staff of Zamorak |
Summons the power of Zamorak |
| Trollheim Teleport* |
61 |
2 Fire, 2 Law |
Teleports you to Trollheim (must have completed
Eadgar's Ruse quest) |
| Wind Wave* |
62 |
5 Air, 1 Blood |
A high level Air missile |
| Charge Fire Orb* |
63 |
30 Fire, 3 Cosmic, Orb |
Needs to be cast on a fire obelisk |
| Water Wave* |
65 |
7 Water, 5 Air, 1 Blood |
A high level Water missile |
| Charge Air Orb* |
66 |
30 Air, 3 Cosmic, Orb |
Needs to be cast on an air obelisk |
| Vulnerability* |
66 |
5 Earth, 5 Water, 1 Soul |
Reduces your opponent's defense by 10% |
| Enchant Lvl-5 Jewelry* |
68 |
15 Water, 15 Earth, 1 Cosmic |
For use on dragonstone jewelry |
| Earth Wave* |
70 |
7 Earth, 5 Air, 1 Blood |
A high level Earth missile |
| Enfeeble* |
73 |
8 Earth, 8 Water, 1 Soul |
Reduces your opponent's strength by 10% |
| Teleother Lumbridge * |
74 |
1 Soul, 1 Law and 1 Earth |
Teleports Target to Lumbridge |
| Fire Wave* |
75 |
7 Fire, 5 Air, 1 Blood |
A high level Fire missile |
| Entangle* |
79 |
5 Earth, 5 Water, 4 Nature |
Holds your opponent for 15 seconds |
| Stun* |
80 |
12 Earth, 12 Water, 1 Soul |
Reduces your opponent's attack by 10% |
| Charge* |
80 |
3 Fire, 3 Blood, 3 Air |
Temporarily increases the power of the three
arena spells |
| Teleother Falador * |
82 |
1 Soul, 1 Law and 1 Water |
Teleports Target to Falador |
| Tele Block* |
85 |
1 Law, 1 Chaos, 1 Death |
Stops your target from Teleporting |
| Teleother Camelot* |
90 |
2 Soul, 1 Law |
Teleports Target to Camelot |
*Members-only spells
Certain types of spells are used for certain things. First there
are the Missile spells. The missile spells include all of the battle spells that actually cause damage to your opponent during
a fight.
The second type of spell is the Enchant spell. Enchant spells are used to enchant jewelry. The only jewelry
that can be enchanted right now are amulets and rings (edit: recent modification by Jagex now allows members to enchant Sapphire
necklace for Burthorpe Games Room teleport). Enchanting rings is members-only, but f2p can enchant amulets. F2p can enchant
Sapphire, Emerald, Ruby, and Diamond amulets, while members can enchant Sapphire, Emerald, Ruby, Diamond, Dragon, and Onyx
amulets and rings.
Conversion spells are very important and useful. Conversion spells are used to convert things into
other things. These spells are: Bones to bananas, Low Level Alchemy, and High Level Alchemy (Low Alch and High Alch). High
alch is a great spell for getting cash. Alchemy turns any item on which the spell is cast into gp. The amount of gp received
is the same as if you sold that item to the item's respective specialty store when the store has no stock of the item.
The
final type of spell is the Teleportation Spell. These spells are extremely useful, especially for members who have to travel
long distances to go places since their world is so much bigger. Teleportation is not just for teleporting your character
though. Tele-grab is another useful teleportation spell. It grabs whatever item you cannot reach but can see so you don't
have to actually be next to it and pick it up. It is very useful for situations like if you ever kill the caged demon in the
Wizards tower south of Draynor Village and he drops a Rune med helm or something else of value.
To do Ancient Magic, you must have completed the Desert Treasure Quest. To switch between the new Ancient Magic and the old Magic spells, pray at the altar inside the pyramid where you finished
the quest. Every time you pray at this altar, your prayer will be drained.
Ancient spells can be cast with any staff,
but can only be auto-cast with the Ancient staff.
-Smoke spells poison your enemy (2 or 4 damage) -Shadow spells
reduce your target's attack (10%) -Blood spells raise your hp (25% of damage) -Ice spells stop your target from moving
(5 to 20 secs)
-Rush spells are medium level single target spells -Burst spells are medium level multi-target spells -Blitz
spells are high level single target spells -Barrage spells are high level multi-target spells
Multi-target spells
can hit a unlimited amount of targets as long as they are standing in the 3x3 grid where the spell is cast.
For attack
spells, the base experience points (XP) are listed in the table. To calculate XP for these spells, follow this formula: Damage
Inflicted x 2 + Base XP = Total XP
| Spell |
Magic Level Required |
Runes Needed |
Base XP |
Max Hit |
Effect |
| Smoke rush |
50 |
2 Chaos, 2 Death, 1 Fire, 1 Air |
30 |
15 |
Poisons target (2 damage poison) |
| Shadow rush |
52 |
2 Chaos, 2 Death, 1 Air, 1 Soul |
31 |
16 |
Reduces target's attack by 10% |
| Paddewwa teleport |
54 |
2 Law, 1 Fire, 1 Air |
64 |
- |
Teleport to Edgeville Dungeon |
| Blood rush |
56 |
2 Chaos, 2 Death, 1 Blood |
33 |
17 |
You heal 25% of the damage dealt to target |
| Ice rush |
58 |
2 Chaos, 2 Death, 2 Water |
34 |
18 |
Stops target from moving for 5 secs |
| Senntisten teleport |
60 |
2 Law, 1 Soul |
70 |
- |
Teleport to west of Digsite |
| Smoke burst |
62 |
4 Chaos, 2 Death, 2 Fire, 2 Air |
36 |
19 |
Multi-target spell, poisons target(s) (2 damage poison) |
| Shadow burst |
64 |
4 Chaos, 2 Death, 2 Air, 2 Soul |
37 |
20 |
Multi-target spell, reduces attack of target(s) by 10% |
| Kharyrll teleport |
66 |
2 Law, 1 Blood |
76 |
- |
Teleport to Canifis |
| Blood burst |
68 |
4 Chaos, 2 Death, 2 Blood |
39 |
21 |
Multi-target spell, you heal 25% of the damage dealt to
target |
| Ice burst |
70 |
4 Chaos, 2 Death, 4 Water |
40 |
22 |
Multi-target spell, stops target(s) from moving for 10 secs |
| Lassar teleport |
72 |
2 Law, 4 Water |
82 |
- |
Teleport to Ice Mountain |
| Smoke blitz |
74 |
2 Death, 2 Blood, 2 Fire, 2 Air |
42 |
23 |
Poisons target (4 damage poison) |
| Shadow blitz |
76 |
2 Death, 2 Blood, 2 Air, 2 Soul |
43 |
24 |
Reduces target's attack by 10% |
| Dareeyak teleport |
78 |
2 Law, 3 Fire, 2 Air |
88 |
- |
Teleport to Wilderness (level 22) ruins west of Bandit Camp |
| Blood blitz |
80 |
2 Death, 4 Blood |
45 |
25 |
You heal 25% of the damage dealt to target |
| Ice blitz |
82 |
2 Death, 2 Blood, 3 Water |
46 |
26 |
Stops target from moving for 15 secs |
| Carrallangar teleport |
84 |
2 Law, 2 Soul |
94 |
- |
Teleport to Wilderness graveyard (northwest of Chaos Temple) |
| Smoke barrage |
86 |
4 Death, 2 Blood, 4 Air, 4 Fire |
48 |
27 |
Multi-target spell, poisons your target(s) (4 damage poison) |
| Shadow barrage |
88 |
4 Death, 2 Blood, 4 Air, 3 Soul |
49 |
28 |
Multi-target spell, reduces attack of target(s) by 10% |
| Annakarl teleport |
90 |
2 Law, 1 Blood |
100 |
- |
Teleport to Wilderness Demonic Ruins (furthest northeast
area of F2P Wilderness) |
| Blood barrage |
92 |
4 Death, 4 Blood, 1 Soul |
51 |
29 |
Multi-target spell, you heal 25% of the damage dealt to
target(s) |
| Ice barrage |
94 |
4 Death, 2 Blood, 6 Water |
52 |
30 |
Multi-target spell, stops target(s) from moving for 20
secs |
| Ghorrock teleport |
96 |
2 Law, 8 Water |
106 |
- |
Teleport to Wilderness level 44 Ice Plateau |
Jewelry containing gems (see Crafting Skill Guide can be enchanted using spells from the list above. Cosmic runes are always required to enchant jewelry. Different enchanted
items have different uses, as shown in the table below. Note that Teleport items must be taken off in order to be used (right-click
and select "Rub" option). Other items must be worn in order to enjoy their benefits.
| Item |
Image |
Gem |
Action |
Charges |
Ring of recoil * |
 |
Sapphire |
Gives opponents a little damage when you take damage from them. |
Once 40 damage has been dealt this way. |
| Games necklace * |
 |
Sapphire |
Take off and Rub to teleport to Burthorpe Games room. |
8 |
| Amulet of magic |
 |
Sapphire |
+10 Magic Attack |
Unlimited |
| Ring of dueling * |
 |
Emerald |
Teleports you to Duel Arena or Castle Wars area. |
8 |
| Necklace of binding * |
 |
Emerald |
100% success Runecrafting combination runes |
15 |
| Amulet of defence |
 |
Emerald |
+7 Defence (all) |
Unlimited |
| Ring of forging * |
 |
Ruby |
Gives you 100% return on smelting iron. |
140 |
| Amulet of strength |
 |
Ruby |
+10 Strength |
Unlimited |
| Ring of life * |
 |
Diamond |
Teleports you to Lumbridge (with all your stuff) if your health drops below 10%. (see Warning
**) |
1 |
| Amulet of power |
 |
Diamond |
+6 to all Attack and Def, +6 Strength, +1 Prayer |
Unlimited |
| Ring of wealth * |
 |
Dragonstone |
Gives you a chance at better drops from kills. |
Unlimited |
| Amulet of glory * |
 |
Dragonstone |
When worn, this amulet increases chance of finding gems while mining. When right clicked, this
amulet allows teleporting to Al Kharid, Draynor Village, Edgeville, and Karamja.
Stats: +10
to all attack bonuses +3 to all defence bonuses +3 prayer +6 strenght |
Teleports: 4
Mining: Unlimited (Recharge at Hero's Guild Fountain) |
* Members-only ** WARNING: if the creature you face can hit more than 10% of your health, the Ring of life
has no use!
Basic Staffs
There are many different
kinds of staffs available to use, including some that are members-only. The basic elemental staffs can be bought at Zaff's
Staff shop in Varrock, on the northwest side of the town square. While wielding the elemental staffs, you will not have to
use the elemental rune that pertains to your staff. For example, if you wield an Staff of Air, you can cast air strike with
just 1 mind rune and no air runes.
Battle Staffs
Now for Battle Staffs. Battle Staffs
are stronger than normal staffs, but with a Powered Orb attached, they still take the place of certain runes. For example,
if you have an enchanted battle staff of fire, you wont need any fire runes, and your magic will hit harder than if you had
a non-enchanted staff. To get a Battle Staff, you must use a Powered Orb (either Air, Water, Earth, or Fire orb) on a Battle
Staff (this requires Crafting skill).
Powering Orbs
To enchant an orb you will need
the following items:
- A glass orb
- 3 cosmic runes
- 30 basic runes of the type of orb you want to make (ex. 30 Fire runes if you want a Battlestaff
of Fire)
Take the above items to the Obelisk location indicated below. Cast the appropriate spell to Enchant the orb.
Then you may use the Crafting skill to attach the powered orb to a Battlestaff.
| Picture |
Orb Type |
Magic Lvl Needed |
Runes Needed |
Obelisk Location |
 |
Water |
56 |
3 Cosmic 30 Water |
Taverley Members-only dungeon. In the Black Dragon room go up the ladder and it will be next to
you. |
 |
Earth |
60 |
3 Cosmic 30 Earth |
Edgeville dungeon, low-level wilderness area. Past the Black Demons, near Chronozon. |
 |
Fire |
63 |
3 Cosmic 30 Fire |
Taverley Members-only dungeon. Past the Black Dragons to the west of the Black Dragons in a little
room with lava. |
 |
Air |
66 |
3 Cosmic 30 Air |
Edgeville dungeon, low-level wilderness area. At the Black Demons (level 156) there is a little
room with a ladder to the North, go up the ladder and you will be standing next to it. |
Mystic Staffs (Enchanted Battlestaffs)
The next best staffs are the
Mystic Staffs (Enchanted Battlestaffs). These are pretty much the same as the Non-Enchanted Staffs, but they are even stronger.
To enchant a battle staff, you must have completed the Scorpion's Catcher quest, which means Mystic Staffs are members only.
Then you can get Thormac the wizard to enchant your battlestaffs for 40k. Thormac can be found south of the Seer's Village
in the Wizards Tower.
Special Staffs
The remaining staffs you must get from completing
a quest. The Iban Staff is received after you beat the Underground Pass Quest. After you beat the Mage Arena mini-quest you can choose between the Staff of Zamorak, Staff of
Guthix, or Staff of Saradomin. All 4 of these staffs have a certain spell that can only be used if you have that staff. Example:
for the Claws of Guthix spell, you have to have the Staff of Guthix. The same applies with Iban Blast, Saradomin Strike, and
Flames of Zamorak. The Ancient staff is obtained via the Desert Treasure Quest and is the only staff able to auto-cast Ancient Magic spells.
| Staffs Stat Effects Table |
| Staff |
Image |
Attack Lvl Req |
Magic Lvl Req |
Attack Stat Enhancements |
Defense Stat Enhancements |
Strength Bonus |
Prayer Bonus |
| Stab |
Slash |
Crush |
Magic |
Range |
Stab |
Slash |
Crush |
Magic |
Range |
| Staff |
 |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
| Magic staff |
 |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
| Staff of Air |
 |
1 |
? |
0 |
-1 |
+7 |
+10 |
0 |
2 |
3 |
1 |
+10 |
0 |
3 |
0 |
| Staff of Fire |
 |
1 |
? |
0 |
-1 |
+7 |
+10 |
0 |
2 |
3 |
1 |
+10 |
0 |
3 |
0 |
| Battlestaff |
 |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
? |
| Fire Battlestaff |
 |
30 |
30 |
7 |
-1 |
+28 |
+10 |
0 |
2 |
3 |
1 |
+10 |
0 |
35 |
0 |
| Air Battlestaff |
 |
30 |
30 |
7 |
-1 |
+28 |
+10 |
0 |
2 |
3 |
1 |
+10 |
0 |
35 |
0 |
| Mystic Lava |
 |
? |
? |
10 |
-1 |
40 |
10 |
0 |
? |
? |
? |
? |
0 |
? |
0 |
| Mystic Water |
 |
? |
? |
10 |
-1 |
40 |
10 |
0 |
? |
? |
? |
? |
0 |
? |
0 |
| Dramen staff |
 |
1 |
1 |
-1 |
-1 |
+10 |
+10 |
0 |
2 |
3 |
1 |
+10 |
0 |
10 |
0 |
| Iban |
 |
? |
? |
10 |
-1 |
40 |
10 |
0 |
? |
? |
? |
? |
? |
? |
0 |
| Slayer's |
 |
? |
50 |
? |
? |
? |
12 |
? |
? |
? |
? |
? |
? |
? |
? |
| Zamorak |
 |
? |
60 |
-1 |
-1 |
6 |
+6 |
0 |
2 |
3 |
1 |
+6 |
0 |
2 |
0 |
| Ancient |
 |
? |
? |
10 |
-1 |
40 |
15 |
0 |
2 |
3 |
1 |
15 |
0 |
50 |
-1 |
| Ahrim's |
 |
70 |
70 |
? |
? |
65 |
15 |
0 |
? |
? |
? |
? |
0 |
? |
? |
As for what to wear while maging, some people just like to look
good while they mage, but for the best magic bonus here is what is suggested:
F2P:
- Wizards hat (blue) (plus 2 Magic Att and Def)
- Wizards robe (blue not black) (plus 3 Magic Att and Def)
- Monks Robe Bottom
- Amulet of magic (sapphire) (plus 10 Magic Att)
Members:
If you don't have much money:
- Hat (Canifis) (plus 3 Magic Att and Def)
- Wizards robe (blue not black) (plus 3 Magic Att and Def)
- Zamorak robe (bottom) (plus 2 Magic Att, plus 3 Magic Def)
- Elemental shield (requires Elemental Workshop quest) (plus 6 Magic Def)
- Amulet of magic (sapphire) (plus 10 Magic Att)
If money is no object, blue Mystic robes can be purchased at the Magic Guild for 235K for the entire outfit,
or you can test your Slayer skills on monsters and try to get the red/black or white/gold pieces as drops. Farseer helm (78K)
can only be worn after completing the Fremennik Trials Quest. Prayer book can only be obtained via Horror from the Deep Quest, and then 4 Torn pages (corresponding to the book god), obtained via Treasure Trails or bought from other players, must be
added to get the attack/defense bonuses. Wizard boots are also a Treasure Trail item. A God cape is obtained by doing the
Mage Arena mini-quest.
Best outfit (if money is no object):
- Farseer helm (plus 6 Magic Att and Def)
- Mystic robe top (plus 20 Magic Att and Def)
- Mystic robe bottom (plus 15 Magic Att and Def)
- Mystic gloves (plus 3 Magic Att and Def)
- Wizard boots (plus 4 Magic Att and Def)
- Ancient staff and Ahrims staff both have 15+ to magic attack and ancient requires desert treasure
to be completed)
- God cape (plus 10 Magic Att and Def)
- Prayer book (wielded in place of shield) (Zamorak is plus 8 to all Attack, Saradomin is plus 8 to
all Defense, Guthix is 4 each)
- Amulet of glory (plus 10 Magic Att, plus 3 Magic Def, and other stat boosts)
There are a few quests that give magic experience, but not very much.
It is advisable to do these quests before you actually start training, because you don't want to have to start out with Air
strike.
- Imp Catcher
- Watchtower
- Witch's Potion
- Legends if you choose magic experience
The Wizard's Mind Bomb is a drink that temporarily raises
your magic level by 3. It is useful at times when quests or other things require a certain level and you are very close, but
not quite there. For members, If you have 63-65 magic, you can use it to gain entrance into the Wizard's Guild. This drink
can be purchased in Falador and Burthorpe Inns.
The Magic Guild is in Yanille. Every kind of rune and all elemental
staffs can be bought at the Magic Guild, as well as Mystic robes.
AH! Player Killing, a great way to make money, train magic or
just plainly have fun.
What to wear? Now, when maging you always must wear robes, right? Yes. But in this case you
must bring some ranged armour (dragon hide is the best!), robes AND normal armour. You may be thinking "why?" Well, you see,
in the wilderness there is a triangle known as the PKing Triangle.
Remember that in the wild:
Mages own Warriors
-> Warriors own Rangers -> Rangers own Mages
Now, to help us protect from warriors we need one of these 3 spells -
Bind - Snare - Entangle
NOTE: Only members can use all three spells. Non-members can only use Bind.
Now,
these 3 spells hold your opponent for 5, 10, or 15 seconds, respectively.
Helpful stuff: Runes
to teleport out of the wild. (Won't work if you go deep into Wildy.) Food, Lots of it! Runes (No duh) Potions - Members
When
a warrior attacks? When a warrior attacks you, use one of these spells on him. Then RUN! When you get a good distance away,
cast spells like crazy! Make sure you have robes on! When the warrior comes back for revenge put on your armour. Then cast
one of those 3 spells again. Keep doing this!
When a ranger attacks? When a ranger attacks, your options are simple.
Run away. Or put on your armour and go kill the pest. They can't bind you unless they have mage stuff too, but don't worry
about that.
When a mage attacks? When a mage attacks you, put on your range armour (dragon hide is best because
it has great protect from magic abilities) and start ranging the mage. Even if they use one of those spells on you it doesn't
matter! You can continue to attack!
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