Runescape Magic Guide
By Zacheris
Table of Contents
Introduction to Mage
Mage (Magic) is the ability to use the the power contained in the Rune Stones to damage your opponents, or decrease their combat prowess, or to teleport around runescape or even just to compost your farming patch!
It is undoubtedly the most variable skill in the game as there is no single use for it. Some use it to kill their fellow players, some simply to decrease travel times and some use it purely to sustain themselves via the infinitely useful bones to peaches spell.
Personally, I find Mage to be incredibly fun in Castlewars, I've been using ot there since I was around level 40 and even then my bind spells were useful for capturing flags. Now with Ice Barrage the fun that can be had is... Unbelievable.
However, this fun has a very large pricetag. At the high end spells can cost over 2,000gp per cast. And that's a lot. I, though, would argue that it's entirely worth it. That however is for you to decide.
Spellbooks and their differences
Runescape currently has three different books (sets of spells) for the player to use, these are, in order of release:
Modern Magics (The default)
Ancient Magics (Made to kill other players, gained from completing Desert Treasure)
Lunar Magic (Used to assist the player, or to act as a white mage, gained from Lunar Diplomacy)
Moderns make up the bulk of the spells available in the game. There are many teleports to most of the cities in the game, so they are very helpful for a player looking to travel. You can also find the jewlery enchant spells and the bind spells in the moderns. In addition to this they contain many cheap but damging spells such as Magic Dart (18 damage at the cost of of about 400gp) or the god spells (30 damage at the cost of aproximately 1300gp). In addition to damaging spells they also contain the stat reducing spells which can allow you to nerf your opponent's combat stats by up to 15 percent!
Not only this but the ever helpful alchemy spells and bones to peaches reside in this book. Modern Magics could be said to be the balance in the game between the ability to kill players and the ability to assist yourself.
Ancients, however, are another matter entirely. These spells are made purely for the purpose of destroying anything and anyone that gets in your way. There are two types of spells in the ancients: Teleports and Killing spells. A number of the teleports lead to wilderness locations, though the Canifis teleport (Kharyll) could be said to be usefull. The killing spells, however... Those are fun...
Imagine a fully charged up god spell. Now put an even better version of entangle on it. Sounds awesome doesn't it? Oh, wait, it can hit up to nine players in a single cast, silly me, forgot about that...
This means, of course, an upper limit of 270 damage in a single casting. That's a lot.
Lunars however have NO directly damaging spells. However they do have a number of useful teleports (Fishing Guild, anyone?) as well as the ability to take up to four friends with you when you teleport. Also the ability to cure poison magically can be found here, and other miscelanious helpful little tricks (stringing amulets, making glass, all sorts). Of course the most powerful aspects of this spellbook are the ability to heal your friends, removing their need to eat food and perhaps the ability to use the Vengence skill (Ring of recoil, but returns 75% of the damage done. So if you take 20 damage they take 15)
Spells, the costs, the effect, and the experience (Modern)
All spells are grouped by category, not by level.
Offensive Spells
All offensive spells give an extra 2xp for every 1 point of damage inflicted
Strike Spells
Spell Name | Level Needed | Runes Needed | XP Gained | Max Damage |
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Air Strike | 1 | 1 Mind + 1 Air | 5.5 | 2 |
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Water Strike | 5 | 1 Mind + 1 Air + 1 Water | 7.5 | 4 |
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Earth Strike | 9 | 1 Mind + 1 Air + 2 Earth | 9.5 | 6 |
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Fire Strike | 13 | 1 Mind + 2 Air + 3 Fire | 11.5 | 8 |
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Notes: According to the god letters, Air Strike is the foundation of all other spells. Additionally you will find that the Strike Spell family is the only one where the Max damage increases by 2 with each step instead of 1 which is the increment in all other families (Including Ancients). Finally, these are the only spells which will effect Sardin the Twisted in the Yanille agility dungeon.
Bolt Spells
Spell Name | Level Needed | Runes Needed | XP Gained | Max Damage |
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Air Bolt | 17 | 1 Chaos + 2 Airs | 13.5 | 9 |
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Water Bolt | 23 | 1 Chaos + 2 Airs + 2 Waters | 16.5 | 10 |
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Earth Bolt | 29 | 1 Chaos + 2 Airs + 3 Earths | 19.5 | 11 |
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Fire Bolt | 35 | 1 Chaos + 3 Airs + 4 Fires | 21.5 | 12 |
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Notes: After completing the Family Crest guide you can opt to receive the Chaos Gauntlets which will have a fairly large impact on the damage you are capable of inflicting with the Bolt Spells. Fire Bolt, for example, will increase from 12 damage to 15 which is only one damage less than Fire Blast. With Chaos Gauntlets these spells are quite arguably the most cost efficient for training with offensive magic.
Blast Spells
Spell Name | Level Needed | Runes Needed | XP Gained | Max Damage |
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Air Blast | 41 | 1 Death + 3 Airs | 25.5 | 13 |
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Water Blast | 47 | 1 Death + 3 Airs + 3 Waters | 28.5 | 14 |
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Earth Blast | 53 | 1 Death + 3 Airs + 4 Earths | 31.5 | 15 |
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Fire Blast | 59 | 1 Death + 4 Airs + 5 Fires | 34.5 | 16 |
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Notes: It's worth noting that unless you craft your own deaths, each of these spells will cost at least aproximately double the amount of GP that it's Bolt Spell counterpart costs. These are the spells that free play PKer mages use and also people who don't mind paying extra GP to train a bit faster. Personally, I'd stick to the Bolt spells if you wish to train, and Wave spells if you wish to kill.
Wave Spells
Spell Name | Level Needed | Runes Needed | XP Gained | Max Damage |
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Air Wave | 62 | 1 Blood + 5 Airs | 36 | 17 |
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Water Wave | 65 | 1 Blood + 5 Airs + 7 Waters | 37.5 | 18 |
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Earth Wave | 70 | 1 Blood + 5 Airs + 7 Earths | 40 | 19 |
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Fire Wave | 75 | 1 Blood + 5 Airs + 7 Fires | 42.5 | 20 |
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Notes: The epitome of the elemental spells, I'd strongly advise against using these for training (Unless you're rolling in cash) and instead save them for occasions like castle wars and such. Additionally I'd like to point out that if we assume Blood Runes cost 550gp, Chaoses are 150gp, airs and fires cost 20gp then the cost of Fire Wave is 790gp for 20 damage which compares badly with the Chaos Gaunts Fire Bolt which has a cost of only 290gp for 15 damage. Is that extra five damage really worth it?
Special Spells
Spell Name | Level Needed | Runes Needed | XP Gained | Max Damage |
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Crumble Undead | 39 | 1 Chaos + 2 Airs + 2 Earths | 24.5 | 15 |
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Magic Dart | 50 | 1 Death + 4 Minds + Slayer Staff | 30 | 19 |
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Iban Blast | 50 | 1 Death + 5 Fires + Iban Staff | 30 | 25 |
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Notes: Crumble Undead has a lesser rune cost than Earth Bolt yet gives more exp and its damage is equal to that of Earth Blast. However it will only work on skeletons, zombies and things like that as the name suggests. The Slayer Staff can auto-cast this. Magic dart does *incredible* damage however on top of the level 50 Magic requirement you also need to be wielding a Slayer Staff which requires level 55 slayer. Said staff can also Auto-cast the spell which makes it one of the best spells in the modern mage spell book, overall.
The Iban Blast looks great on paper but it cannot be auto-cast and also after 100 casts you will need to recharge it deep within the Underground Path. Not very practical but until level 80 no spell will beat it for damage (Modern, Ancient or otherwise).
God Spells
Spell Name | Level Needed | Runes Needed | XP Gained | Max Damage |
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Saradomin Strike | 60 | 2 Bloods + 2 Fires + 4 Airs + Saradomin Staff | 61 | 20 |
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Claws of Guthix | 60 | 2 Bloods + 1 Fire + 4 Airs + Guthix Saff or V. Knight Mace | 61 | 20 |
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Flames of Zamorak | 60 | 2 Bloods + 4 Fires + 1 Air + Zamorak Staff | 61 | 20 |
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Charge | 60 | 3 Bloods + 3 Fires + 3 Airs | 180 | Raises all God spells max damage to 30 |
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Notes: All three god spells have small side effects which are as thus:
S. Strike - Reduces opponent's prayer a little
G. Claws - Reduces opponent's defense a little
Z. Flames - Reduces opponent's Mage a little
Charge cannot be used to train magic as it can only be used aproximately once every 2 minutes.
Stat/Hinderence Spells
Stopping Spells
Spell Name | Level Needed | Runes Needed | XP Gained | Effect |
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Bind | 20 | 2 Natures + 3 Waters + 3 Earths | 30 | Opponent cannot move for 5 seconds |
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Snare | 50 | 3 Natures + 4 Waters + 4 Earths | 60 | Opponent cannot move for 10 seconds |
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Entangle | 79 | 4 Natures + 5 Waters + 5 Earths | 89 | Opponent cannot move for 15 seconds |
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Notes: All of these spells are capable of inflicting some damage but as I am not completely certain about exactly how much (Although I *think* Entangle peaks at 4) I will refrain from listing the guesses. Just be aware of it. Additionally Snare and Entangle are member only spells which is kind of bad as they're really the only two worth using...
Body Spells
All Body spells reduce one of your opponents stats by 5%, I will simply list which stat it is that is effected.
Spell Name | Level Needed | Runes Needed | XP Gained | Effect |
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Confuse | 3 | 1 Body + 3 Waters + 2 Earths | 13 | Attack lowered |
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Weaken | 11 | 1 Body + 3 Waters + 2 Earths | 21 | Strength reduce |
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Curse | 19 | 1 Body + 3 Earths + 2 Waters | 29 | Defense lowered |
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Notes: If you want to level up cheaply and swiftly, Curse is the way to go all the way from 19 into perhaps the 40s or 50s. It's phenomenal experience at those levels.
Soul Spells
All Body spells reduce one of your opponents stats by 10%, I will simply list which stat it is that is effected.
Spell Name | Level Needed | Runes Needed | XP Gained | Effect |
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Vulnerability | 66 | 1 Soul + 5 Waters + 5 Earths | 76 | Attack lowered |
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Enfeeble | 73 | 1 Soul + 8 Waters + 8 Earths | 83 | Strength reduce |
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Stun | 80 | 1 Soul + 12 Earths + 12 Waters | 90 | Defense lowered |
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Notes: Mud Staff + Stun = Better experience than a Fire Wave which hits 20 every time
Teleblock
Spell Name | Level Needed | Runes Needed | XP Gained | Effect |
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Teleblock | 85 | 1 Law + 1 Chaos + 1 Death | 95 | Removes target's ability to teleport for 5 minutes |
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Teleporting Magic
Destination | Level Needed | Runes Needed | XP Gained |
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Varrok | 25 | 1 Law + 3 Airs + 1 Fire | 35 |
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Lumbridge | 31 | 1 Law + 3 Airs + 1 Earth | 41 |
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Falador | 37 | 1 Law + 3 Airs + 1 Water | 48 |
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Your House | 40 | 1 Law + 1 Air + 1 Earth | 30 |
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Camelot | 45 | 1 Law + 5 Airs | 55.5 |
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Ardougne | 51 | 2 Laws + 2 Waters | 61 |
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Yanille | 58 | 2 Laws + 2 Earths | 68 |
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Trollheim | 61 | 2 Laws + 2 Fires | 68 |
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Ape Atoll | 64 | 2 Laws + 2 Waters + 2 Fires + A Banana | 74 |
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Notes: After Camelot each teleport spell requires a quest to be completed before it can be used, these quests are as follows:
Adougne - Plague City
Yanille - Watchtower Quest
Trollgeim - Eadgar's Ruse
Ape Atoll - Monkey Section of Recipe for Disaster
Note that the House Teleport spell is one of only spells in the game where the level neded is higher than the experience gained from casting the spell in the moderns spell book. The other is Bones to Peaches. Also you need a house to be able to teleport to.
Tele-Others
Destination | Level Needed | Runes Needed | XP Gained |
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Lumbridge | 74 | 1 Law + 1 Soul + 1 Earth | 84 |
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Falador | 82 | 1 Law + 1 Soul + 1 Earth | 92 |
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Camelot | 90 | 1 Law + 2 Soul | 100 |
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Notes: Helpful for transporting friends who are on different spell books, not really good for training mage as the Stun Spell is *far* more efficient.
Misc
Spell Name | Level Needed | Runes Needed | XP Gained | Effect |
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Tele-Grab | 33 | 1 Law + 1 Air | 43 | Get items you otherwise could not reach |
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Notes: Tele-grab is used in several quests.
Imbuement Spells
Enchanting Spells
Enchant spells don't have a name, instead they are simply given levels.
Jewelry
Spell Name | Level Needed | Runes Needed | XP Gained | Used on |
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Level 1 | 7 | 1 Cosmic + 1 Water | 17.5 | Saphire Stuff |
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Level 2 | 27 | 1 Cosmic + 3 Airs | 37 | Emerald Stuff |
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Level 3 | 49 | 1 Cosmic + 5 Fires | 59 | Ruby Stuff |
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Level 4 | 57 | 1 Cosmic + 10 Earth | 67 | Diamond Stuff |
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Level 5 | 68 | 1 Cosmic + 15 Waters + 15 Earths | 78 | Dragonstone Stuff |
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Level 6 | 87 | 1 Cosmic + 20 Fires + 20 Earths | 97 | Onyx Stuff |
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Crossbow Bolts
These are accessed through the crossbow image which takes residence in the level 4 magic slot in the Modern Magic book. Note that level 4 is the MINIMUM needed and you may not be able to enchant your bolts. Each enchant will imbue up to 10 of your gem-tipped bolts with a special effect. Also, enchanted bolts are untradeable. Note that as they have no names (at all) I will simply list the type of gem which must be the tip of the bolt.
Used on | Level Needed | Runes Needed | XP Gained | Effect |
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Opal | 4 | 1 Cosmic + 2 Airs | ?? | Target randomly hit by lighting for more damage |
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Saphire | 7 | 1 Cosmic + 1 Water + 1 Body | ?? | Chance of draining opponent's prayer |
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Jade | 14 | 1 Cosmic + 2 Earths | ?? | Target randomly hit to the ground |
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Pearl | 24 | 1 Cosmic + 2 Waters | ?? | Target randomly hit by water for more damage |
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Emerald | 27 | 1 Cosmic + 1 Nature + 3 Airs | ?? | High chance of super poisoning target |
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Topaz | 29 | 1 Cosmic + 2 Fires | ?? | Chance of lowering target's mage level |
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Ruby | 49 | 1 Cosmic + 1 Blood + 5 Fires | ?? | Lose 10% of your HP to make opponent lose 20% of theirs |
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Diamond | 57 | 1 Cosmic + 2 Laws + 10 Earth | ?? | Chance of ignoring opponent's range defense |
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Dragonstone | 68 | 1 Cosmic + 1 Soul + 15 Earth | ?? | Chance of using Dragonbreath (40+ damage) |
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Onyx | 87 | 1 Cosmic + 1 Death + 20 Fire | ?? | Chance of doing extra damage + draining HP |
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Orb Charging
Charge Spells
All the spells are named Change (Element) Orb but for spacing reasons I've just used (Element) Charge
Spell Name | Level Needed | Runes Needed | XP Gained | Effect |
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Water Charge | 56 | 3 Cosmics + 30 Waters | 56 | Aligns an unpowered orb to water |
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Earth Charge | 60 | 3 Cosmics + 30 Earths | 70 | Aligns an unpowered orb to earth |
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Fire Charge | 63 | 3 Cosmics + 30 Fires | 73 | Aligns an unpowered orb to fire |
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Air Charge | 66 | 3 Cosmics + 30 Airs | 76 | aligns an unpowered orb to air |
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Notes: Although the Air rune precedes all others, the Air Orb is the most difficult to create. Logically this makes no sense, it's simply because it happens to be the most versatile and thus useful staff of the four so Jagex gave it the highest requirements.
Assist Spells
Alchemy
Spell Name | Level Needed | Runes Needed | XP Gained | Effect |
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Low Level Alchemy | 21 | 1 Nature + 3 Fires | 31 | Turn item into some coins |
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High Level Alchemy | 55 | 1 Nature + 5 Fires | 65 | Turn item into more coins |
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Notes: If you have 55 magic you should never use low level alchemy, just use a fire staff and the costs are identical.
Conversion Spells
Spell Name | Level Needed | Runes Needed | XP Gained | Effect |
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Bones to Bananas | 15 | 1 Nature + 2 Waters + 2 Earths | 25 | Turns all bones in inventory into bananas |
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Bones to Peaches | 60 | 2 Natures + 4 Waters + 4 Earths | 35.5 | Turns all bones in inventory into peaches |
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Notes: Bananas heal 3, peaches heal 8. Bones to Peaches must be earned from the Mage Training Arena located in al kharid north of the Duel Arena.
Misc Spells
Spell Name | Level Needed | Runes Needed | XP Gained | Effect |
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Superheat Item | 43 | 1 Nature + 4 Fires | 53 | Turn Ores into Bars |
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Spells, the Costs, the effect, and the experience (Ancient)
Again these spells are grouped by type, not level (Although it pretty much amounts to the same thing with this book)
Offensive Magic
Notes: ALL Smoke spells can poison your opponent. ALL Shadow spells can lower your opponent's Attack. ALL Blood spells heal you by aproximately 1/4 of the damage dealt. ALL Ice spells work like the bind spell set. (From 5-20 seconds in increments of 5)
Rush Spells
Spell Name | Level Needed | Runes Needed | XP Gained | Max Damage |
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Smoke Rush | 50 | 2 Deaths + 2 Chaos + 1 Air + 1 Fire | 30 | 13 |
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Shadow Rush | 52 | 2 Deaths + 2 Chaos + 1 Soul + 1 Air | 31 | 14 |
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Blood Rush | 56 | 1 Blood + 2 Deaths + 2 Chaos | 33 | 15 |
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Ice Rush | 58 | 2 Deaths + 2 Chaos + 2 Waters | 34 | 16 |
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Notes: If you're not using Ice Rush then you shouldn't be using these, and even then I'd still prefer Fire Blast. 'Still, the 5 seconds of no movement for your opponent should be helpful.
Burst Spells
Spell Name | Level Needed | Runes Needed | XP Gained | Max Damage |
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Smoke Burst | 62 | 2 Deaths + 4 Chaos + 2 Airs + 2 Fires | 37 | 17 |
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Shadow Burst | 64 | 2 Deaths + 4 Chaos + 2 Souls + 1 Air | 37 | 17 |
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Blood Burst | 68 | 2 Bloods + 2 Deaths + 4 Chaos | 39 | 21 |
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Ice Burst | 70 | 2 Deaths + 4 Chaos + 4 Waters | 40 | 22 |
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Notes: All of these spells are capable of hitting all targets in a 3x3 square around the selected target with every cast. That means you can theoretically hit up to 9 people per cast. Also, compare Ice Burst to Ice Rush, for an extra 340 gp you get 10 seconds of snare instead of 5, 22 damage instead of 16 and all of this on up to 9 people instead of 1. Awesome set.
Blitz Spells
Spell Name | Level Needed | Runes Needed | XP Gained | Max Damage |
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Smoke Blitz | 74 | 2 Bloods + 2 Deaths + 2 Airs + 2 Fires | 43 | 23 |
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Shadow Blitz | 76 | 2 Bloods + 2 Deaths + 2 Souls + 2 Air | 43 | 24 |
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Blood Blitz | 80 | 4 Bloods + 2 Deaths | 45 | 25 |
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Ice Blitz | 82 | 2 Bloods + 2 Deaths + 3 Waters | 46 | 26 |
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Notes: Although they only hit 1 target, these are all deadly. Except Blood Blitz but only because it's so costly that few people use it outside of the Duel Arena (Where, incidently, the only thing better is Blood Barrage). Ice Blitz is very much like Iban Blast merged with Entangle owing to the massive damage and 15 seconds of freezing.
Barrage Spells
Spell Name | Level Needed | Runes Needed | XP Gained | Max Damage |
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Smoke Barrage | 86 | 2 Bloods + 4 Deaths + 4 Airs +4 Fires | 48 | 27 |
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Shadow Barrage | 88 | 2 Bloods + 4 Deaths + 3 Souls +4 Airs | 48 | 28 |
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Blood Barrage | 92 | 4 Bloods + 4 Deaths + 1 Soul | 51 | 29 |
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Ice Barrage | 94 | 2 Bloods + 4 Deaths + 6 Waters | 52 | 30 |
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Notes: Observe the fact that the most damaging and arguably useful spell, Ice Barrage, is also the cheapest of the barrage set. Gotta love Jagex. These spells are like exactly like the Burst Family. Except on major steroids. This time the Ice Spell will freeze for 20(!!!) seconds. Also given that the maximum damage is 30 per person and that it can hit 9 people, that means 270 possible damage which yields 540exp per cast + the 52 base. So at almost 600xp per cast, it is physically possible to use this for training.
Teleporting Magic
Teleports
Destination | Level Needed | Runes Needed | XP Gained |
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Edgeville | 54 | 2 Laws + 1 Air + 1 Fire | 64 |
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Digsite | 60 | 2 Laws + 1 Soul | 70 |
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Canifis | 66 | 2 Laws + 1 Blood | 76 |
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Ice Mountain | 72 | 2 Laws + 4 Waters | 82 |
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Wildy Ruins (Lvl 30-40) | 78 | 2 Laws + 2 Airs + 3 Fires | 88 |
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Wildy Graveyard (Lvl 18) | 84 | 2 Laws + 2 Souls | 82 |
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Demon Ruins (Lvl 45-48) | 90 | 2 Laws + 2 Bloods | 100 |
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Ice Plateau (Lvl 50-53) | 96 | 2 Laws + 8 Waters | 106 |
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Notes: All costly teleports to the places which were -at the time of the God wars - the modern day important cities. Edgeville teleport can be useful for abyss Rune Crafters.
Spells, the Costs, the effect, and the experience (Lunar)
There are really only three sections with this spell set, White Magic, Teleports and Misc.
White Magic
Spell Name | Level Needed | Runes Needed | XP Gained | Effect |
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Cure Other | 68 | 1 Astral + 1 Law + 10 Earths | 48 | Cures target of poison |
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Cure Me | 71 | 2 Astrals + 1 Law + 2 Cosmics | 46 | Cures you of poison |
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Cure Group | 74 | 2 Astrals + 2 Laws + 2 Cosmics | 59 | Cures up to 4 people around you of poison |
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Stat Restore Pot Share | 81 | 2 Astrals + 10 Earths + 10 Waters | 49 | Allows you to share Prayer/Stat/S.Stat restore pots with up to 4 players around you |
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Boost Pot Share | 84 | 3 Astrals + 12 Earths + 10 Waters | 62 | Allows you to share non-super stat boost pots with up to 4 people around you |
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Energy Transfer | 91 | 3 Astrals + 1 Nature + 2 Laws | 68 | Suffer some damage to transfer energy and special attack bar to target |
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Heal Other | 92 | 3 Astrals + 3 Laws + 1 Blood | 86 | Drains you of HP to heal target |
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Heal Group | 95 | 4 Astrals + 6 Laws + 3 Bloods | 124 | Drains you of HP to heal up to 4 people around you |
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Notes: The obvious benefits of this are that in the wilderness your partner may not have to eat food or cure poison at all as you have the ability to heal them. It also allows up to 8 dds specs in a row, but that's kinda cheap... Still if it gets you a good pk, who cares?
Teleports
Note that if you use a group teleport, you will teleport as normal but if anyone was standing beside you they will be able to teleport with you in the same way as the Modern Mage Tele-Other spells work.
Teleport Spells
Destination | Level Needed | Runes Needed | XP Gained |
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Moonclan | 69 | 2 Astrals + 1 law + 2 Earths | 50 |
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G. Moonclan | 70 | 2 Astrals + 1 Law + 4 Earths | 51 |
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Waterbirth | 72 | 2 Astrals + 1 Law + 1 Water | 51 |
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G. Waterbirth | 73 | 2 Astrals + 1 Law + 4 Waters | 53 |
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Barb Village | 75 | 2 Astrals + 2 Laws + 2 Fires | 53 |
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G. Barb Village | 76 | 2 Astrals + 2 Laws + 6 Fires | 55 |
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Khazard | 78 | 2 Astrals + 2 Laws + 4 Waters | 54 |
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G. Khazard | 79 | 2 Astrals + 2 Laws + 8 Waters | 56 |
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Fishing Guild | 85 | 3 Astrals + 3 Laws + 10 Waters | 65 |
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G. Fishing Guild | 86 | 3 Astrals + 3 Laws + 14 Waters | 70 |
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Catherby | 87 | 3 Astrals + 3 Laws + 10 Waters | 78 |
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G. Catherby | 88 | 3 Astrals + 3 Laws + 15 Waters | 80 |
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Ice Plateau (Lvl 50-53 wild) | 89 | 3 Astrals + 3 Laws + 8 Waters | 96 |
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G. Ice Plateau (Lvl 50-53 wild) | 90 | 3 Astrals + 3 Laws + 16 Waters | 99 |
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Notes: The Moonclan teleport allows effortless spellbook switching when changing away from Lunar spells, also the group spells can be really useful, even for PKing when you can take your entire team straight to the deep wild.
Miscellanious Spells
Misc
Spell Name | Level Needed | Runes Needed | XP Gained | Effect |
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Bake Pie | 65 | 1 Astral + 5 Fires + 4 Waters | 26 + Cooking xp | Cooks all unbaked pies in inventory |
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Cure Plant | 66 | 1 Astral + 8 Earths | 26 | Cures plants of disease |
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NPC Contact | 67 | 1 Astral + 1 Cosmic + 2 Airs | 30 | Allows you to talk to various NPCs |
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Superglass Make | 77 | 2 Astrals + 10 Airs + 6 Fires | 41 + 10 craft xp | Allows you to make molten glass without a furnace |
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String Amulet | 80 | 2 Astrals + 10 Earths + 5 Water | 44 + 4 craft xp | Strings an amulet without ball of wool |
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Magic Imbue | 82 | 2 Astrals + 7 Fires + 7 Waters | 51 | Allows you to make combo runes for a short while |
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Fertile Soil | 83 | 3 Astrals + 2 Nats + 15 Earths | 61 + 18 Farm xp | Fertilises farm patch with super compost |
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Vengence Other | 93 | 3 Astrals + 2 Deaths + 10 Earth | 73 | Put vengence effect on target |
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Vengence | 94 | 4 Astrals + 2 Deaths + 10 Earth | 75 | Put Vengence effect on self |
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Notes: Vengence effect will return 75% of the damage you receive to your opponent for one hit. IE you take 20 damage, they take 15. NPC contact can be used for slayer, removing the need to visit your master after every task but other than that.... I mean, String Amulet, that's just desperation on Jagex's part...
Armours
In RuneScape there is a fairly vast amount of armour available for you to pick and choose from as you please. There's cheap clothes that even a player fresh off of Tutorial Island can get fairly easily. Then you have the big bad stuff that costs a pretty penny. Of course after that you get the rediculously expensive stuff which gives less stat boosts... Yeah... Unfortunately given the unique way in which RuneScape's player market works (or doesn't) I won't be able to list prices because... Well, I could list something as 5gp then it becomes a rare item worth 5M.... *Cough* Iron Sickle *Cough*
This section will be devised into 8 key areas:
Hats
Jewelery
Chests
Legs
Gloves
Boots
Capes
Books
Hats
Note that no Mage Hat in the game gives any sort of boost to either Strength or prayer, so they will not be listed. The top line of stats will be the Attack Boosts, the second to the Defense boosts.
In order of stat boosts (To mage attack):
Hats
Name | Stab | Slash | Crush | Magic | Range |
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Wizard Hat | 0 | 0 | 0 | 2 | 0 |
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Defensive Bonuses | 0 | 0 | 0 | 2 | 0 |
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Skeletal Helmet | 0 | 0 | 0 | 2 | 0 |
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Defensive Bonuses | 10 | 9 | 11 | 3 | 0 |
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Lunar Helmet | 0 | 0 | 0 | 3 | -2 |
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Defensive Bonuses | 8 | 7 | 10 | 2 | 0 |
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Ghostly Hood | 0 | 0 | 0 | 3 | 0 |
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Defensive Bonuses | 0 | 0 | 0 | 3 | 0 |
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Gnome Hats | 0 | 0 | 0 | 3 | 0 |
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Defensive Bonuses | 0 | 0 | 0 | 3 | 0 |
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Splitbark Helmet | 0 | 0 | 0 | 3 | -2 |
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Defensive Bonuses | 10 | 9 | 11 | 3 | 0 |
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Mystic Hat | 0 | 0 | 0 | 4 | 0 |
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Defensive Bonuses | 0 | 0 | 0 | 4 | 0 |
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Enchanted Hat | 0 | 0 | 0 | 4 | 0 |
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Defensive Bonuses | 0 | 0 | 0 | 4 | 0 |
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Infinity Hat | 0 | 0 | 0 | 6 | 0 |
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Defensive Bonuses | 0 | 0 | 0 | 6 | 0 |
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Farseer Helmet | -5 | -5 | 0 | 6 | -5 |
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Defensive Bonuses | 8 | 12 | 10 | 6 | 0 |
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Ahrim Hood | 0 | 0 | 0 | 6 | -2 |
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Defensive Bonuses | 15 | 13 | 16 | 6 | 0 |
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Notes: The Farseer is fairly cheap yet gives identical mage+ to both Ahrim AND Infinity, it also doesn't degrade. Against normal monsters you should not be using Ahrim's hood when Farseer is available. Unless you like burning money to look cool, in which case you may procceed. Also note that the full enchantment set is basically like God armour... It's identical to mystic in stats but looks cooler.
Jewelery
Name | Stab | Slash | Crush | Magic | Range | Strength | Prayer |
---|
Lunar Amulet | 0 | 0 | 0 | 1 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 1 | 0 | - | - |
---|
Unholy Symbol | 2 | 2 | 2 | 2 | 2 | 0 | 8 |
---|
Defensive Bonuses | 0 | 0 | 0 | 0 | 0 | - | - |
---|
Lunar Ring | 0 | 0 | 0 | 2 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 2 | 0 | - | - |
---|
Seers Ring | 0 | 0 | 0 | 4 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 4 | 0 | - | - |
---|
Amulet of Magic | 0 | 0 | 0 | 10 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 0 | 0 | - | - |
---|
Glory Amulet | 10 | 10 | 10 | 10 | 10 | 6 | 3 |
---|
Defensive Bonuses | 3 | 3 | 3 | 3 | 3 | - | - |
---|
Amulet of Fury | 10 | 10 | 10 | 10 | 10 | 8 | 5 |
---|
Defensive Bonuses | 15 | 15 | 15 | 15 | 15 | - | - |
---|
Notes: The unholy Symbol can be a useful aid in things like the Fight Cave, I mean it's not gonna boost your attack success rate by an extreme amount, but who knows can really say. Amulet of Magic is absolutely fantastic for new players, providing identical mage attack bonus to even the super expensive Amulet of Fury! Personally I favour the Glory Amulet. Those teleports are a life saver, sometimes literally.
Chests
Name | Stab | Slash | Crush | Magic | Range | Strength | Prayer |
---|
Zamorak Robe Top | 0 | 0 | 0 | 2 | 0 | 0 | 3 |
---|
Defensive Bonuses | 0 | 0 | 0 | 3 | 0 | - | - |
---|
Wizards Robe | 0 | 0 | 0 | 3 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 3 | 0 | - | - |
---|
Ghostly Robe Top | 0 | 0 | 0 | 5 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 5 | 0 | - | - |
---|
Skeletal Top | 0 | 0 | 0 | 8 | -10 | 0 | 0 |
---|
Defensive Bonuses | 35 | 25 | 42 | 15 | 0 | - | - |
---|
Lunar Torso | 0 | 0 | 0 | 10 | -10 | 0 | 0 |
---|
Defensive Bonuses | 34 | 22 | 40 | 12 | 0 | - | - |
---|
Splitbark Top | 0 | 0 | 0 | 10 | -10 | 0 | 0 |
---|
Defensive Bonuses | 36 | 26 | 42 | 15 | 0 | - | - |
---|
Mystic Robe Top | 0 | 0 | 0 | 20 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 20 | 0 | - | - |
---|
Enchanted Top | 0 | 0 | 0 | 20 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 20 | 0 | - | - |
---|
Infinity Top | 0 | 0 | 0 | 22 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 22 | 0 | - | - |
---|
Ahrim Robe Top | 0 | 0 | 0 | 30 | -10 | 0 | 0 |
---|
Defensive Bonuses | 52 | 37 | 63 | 30 | 0 | - | - |
---|
Notes: For such a difficult armour to acquire, skeletal is a fairly poor armour. Granted the defense is nice but it's not even as good as Splitbark. Mind you, it's fairly cool looking. It is also worth noting that Infinity isn't really much better than Mystic. The extra few million gp it costs will grant you a grand total of 4 more stats than the Mystic... Then again, Ahrim blows both of them away, and costs less than the Infinity.
Legs
Name | Stab | Slash | Crush | Magic | Range | Strength | Prayer |
---|
Zamorak Robe Bottom | 0 | 0 | 0 | 2 | 0 | 0 | 3 |
---|
Defensive Bonuses | 0 | 0 | 0 | 3 | 0 | - | - |
---|
Ghostly Robe Bottom | 0 | 0 | 0 | 4 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 4 | 0 | - | - |
---|
Skeletal Bottoms | 0 | 0 | 0 | 6 | -7 | 0 | 0 |
---|
Defensive Bonuses | 22 | 20 | 24 | 10 | 0 | - | - |
---|
Lunar Legs | 0 | 0 | 0 | 7 | -7 | 0 | 0 |
---|
Defensive Bonuses | 20 | 19 | 23 | 9 | 0 | - | - |
---|
Splitbark Legs | 0 | 0 | 0 | 7 | -7 | 0 | 0 |
---|
Defensive Bonuses | 22 | 20 | 25 | 10 | 0 | - | - |
---|
Mystic Robe Bottom | 0 | 0 | 0 | 15 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 15 | 0 | - | - |
---|
Enchanted Robe | 0 | 0 | 0 | 15 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 15 | 0 | - | - |
---|
Infinity Bottom | 0 | 0 | 0 | 17 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 17 | 0 | - | - |
---|
Ahrims Robe Skirt | 0 | 0 | 0 | 22 | -7 | 0 | 0 |
---|
Defensive Bonuses | 33 | 30 | 36 | 22 | 0 | - | - |
---|
Gloves
Name | Stab | Slash | Crush | Magic | Range | Strength | Prayer |
---|
Chaos Gauntlets | 2 | 2 | 2 | 0 | 0 | 0 | 0 |
---|
Defensive Bonuses | 8 | 9 | 7 | 0 | 0 | - | - |
---|
Leather Gloves | 1 | 1 | 1 | 1 | 1 | 1 | 0 |
---|
Defensive Bonuses | 1 | 1 | 1 | 1 | 1 | - | - |
---|
Ghostly Gloves | 0 | 0 | 0 | 2 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 2 | 0 | - | - |
---|
Splitbark Gauntlets | 0 | 0 | 0 | 2 | -1 | 0 | 0 |
---|
Defensive Bonuses | 3 | 2 | 4 | 2 | 0 | - | - |
---|
Mystic Gloves | 0 | 0 | 0 | 3 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 3 | 0 | - | - |
---|
Lunar Gloves | 0 | 0 | 0 | 4 | -1 | 0 | 0 |
---|
Defensive Bonuses | 2 | 1 | 1 | 2 | 0 | - | - |
---|
Infinity Gloves | 0 | 0 | 0 | 5 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 5 | 0 | - | - |
---|
Rune/Blue Gloves | 8 | 8 | 8 | 4 | 8 | 8 | 0 |
---|
Defensive Bonuses | 8 | 8 | 8 | 4 | 8 | - | - |
---|
Dragon/Red Gloves | 9 | 9 | 9 | 5 | 9 | 9 | 0 |
---|
Defensive Bonuses | 9 | 9 | 9 | 5 | 9 | - | - |
---|
Barrows/Dark Gloves | 12 | 12 | 12 | 6 | 12 | 12 | 0 |
---|
Defensive Bonuses | 12 | 12 | 12 | 6 | 12 | - | - |
---|
Notes: Chaos Gauntlets are listed because you should be using them whenever you're using bolt spells. Skeletal Gloves are not listed because they give no mage attack or defense whatsoever. Also all of the Recipe for Disaster gloves give some sort of mage bonus but the only ones worth using are the Rune/Dragon/Barrows, hence the others have been excluded.
Note that no Mage Boots in the game give any sort of boost to either Strength or prayer, so they will not be listed.
Boots
Name | Stab | Slash | Crush | Magic | Range |
---|
Splitbark Graves | 0 | 0 | 0 | 2 | -1 |
---|
Defensive Bonuses | 3 | 2 | 4 | 2 | 0 |
---|
Ghostly Boots | 0 | 0 | 0 | 2 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 2 | 0 |
---|
Lunar Boots | 0 | 0 | 0 | 2 | -1 |
---|
Defensive Bonuses | 1 | 2 | 2 | 2 | 0 |
---|
Mystic Boots | 0 | 0 | 0 | 3 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 3 | 0 |
---|
Wizards Boots | 0 | 0 | 0 | 4 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 4 | 0 |
---|
Infinity Boots | 0 | 0 | 0 | 5 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 5 | 0 |
---|
Notes: Again, Skeletal is a no show on any sort of mage bonus. Wizards boots have become fairly cheap since Infinity overtook them in terms of mage bonus, so you could consider them if you're on a budget. However, if you have the cash (Or the spells to earn it), infinity is the way to go.
Capes
Name | Stab | Slash | Crush | Magic | Range | Strength | Prayer |
---|
Fire Cape | 1 | 1 | 1 | 1 | 1 | 4 | 2 |
---|
Defensive Bonuses | 11 | 11 | 11 | 11 | 11 | - | - |
---|
Ghostly Cloak | 0 | 0 | 0 | 5 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 5 | 0 | - | - |
---|
God Cape | 0 | 0 | 0 | 10 | 0 | 0 | 0 |
---|
Defensive Bonuses | 1 | 1 | 2 | 10 | 0 | - | - |
---|
Notes: God cape. Note that the Lunar Cape, while cool looking, gives no Mage Attack bonuses.
Books
Name | Stab | Slash | Crush | Magic | Range | Strength | Prayer |
---|
Book of Balance | 4 | 4 | 4 | 4 | 4 | 0 | 5 |
---|
Defensive Bonuses | 4 | 4 | 4 | 4 | 4 | - | - |
---|
Unholy Book | 8 | 8 | 8 | 8 | 8 | 0 | 5 |
---|
Defensive Bonuses | 0 | 0 | 0 | 0 | 0 | - | - |
---|
Mage Book | 0 | 0 | 0 | 15 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 15 | 0 | - | - |
---|
Notes: Mage book is very expensive, so in the end it comes down to how much free cash you have. If you don't have much, go for the unholy, if you have tonnes, go for the Mage Book.
Weapons
These are not sorted by stats, instead they are sorted by Staff/Special Staff/Wand
Staves
Name | Stab | Slash | Crush | Magic | Range | Strength | Prayer |
---|
Staff | 0 | -1 | 7 | 4 | 0 | 3 | 0 |
---|
Defensive Bonuses | 2 | 3 | 1 | 4 | 0 | - | - |
---|
Magic Staff | 2 | -1 | 10 | 10 | 0 | 7 | 0 |
---|
Defensive Bonuses | 2 | 3 | 1 | 10 | 0 | - | - |
---|
Staff of Air/Water | 0 | -1 | 7 | 10 | 0 | 3 | 0 |
---|
Defensive Bonuses | 2 | 3 | 1 | 10 | 0 | - | - |
---|
Staff of Earth | 1 | -1 | 9 | 10 | 0 | 5 | 0 |
---|
Defensive Bonuses | 2 | 3 | 1 | 10 | 0 | - | - |
---|
Staff of Fire | 3 | -1 | 9 | 10 | 0 | 6 | 0 |
---|
Defensive Bonuses | 2 | 3 | 1 | 10 | 0 | - | - |
---|
Battlestaff | 7 | -1 | 25 | 10 | 0 | 32 | 0 |
---|
Defensive Bonuses | 2 | 3 | 1 | 10 | 0 | - | - |
---|
ANY Elemental Battlestaff | 7 | -1 | 28 | 10 | 0 | 35 | 0 |
---|
Defensive Bonuses | 2 | 3 | 1 | 10 | 0 | - | - |
---|
ANY Elemental Mystic Staff | 10 | -1 | 40 | 10 | 0 | 50 | 0 |
---|
Defensive Bonuses | 2 | 3 | 1 | 10 | 0 | - | - |
---|
Notes: The Elemental Battle Staves and Mystic Staves include the Mud and Lava staff, they're all identical stat-wise.
Special Staves
Name | Stab | Slash | Crush | Magic | Range | Strength | Prayer |
---|
ANY God Staff | -1 | -1 | 6 | 6 | 0 | 0 | 0 |
---|
Defensive Bonuses | 2 | 3 | 1 | 6 | 0 | - | - |
---|
Dramen Staff | -1 | -1 | 10 | 10 | 0 | 10 | 0 |
---|
Defensive Bonuses | 2 | 3 | 1 | 10 | 0 | - | - |
---|
Iban Staff | 10 | -1 | 40 | 10 | 0 | 50 | 0 |
---|
Defensive Bonuses | 2 | 3 | 1 | 10 | 0 | - | - |
---|
Slayer Staff | 7 | -1 | 25 | 12 | 0 | 35 | 0 |
---|
Defensive Bonuses | 2 | 3 | 1 | 10 | 0 | - | - |
---|
Lunar Staff | 3 | 2 | 16 | 13 | 0 | 15 | 3 |
---|
Defensive Bonuses | 2 | 3 | 2 | 13 | 1 | - | - |
---|
Ancient Staff | 10 | -1 | 40 | 15 | 0 | 50 | -1 |
---|
Defensive Bonuses | 2 | 3 | 1 | 15 | 0 | - | - |
---|
Ahrim Staff | 12 | *1 | 65 | 15 | 0 | 68 | 0 |
---|
Defensive Bonuses | 3 | 5 | 2 | 15 | 0 | - | - |
---|
Toktz-Mej-Tal | 15 | -1 | 55 | 15 | 0 | 55 | 5 |
---|
Defensive Bonuses | 10 | 15 | 5 | 15 | 0 | - | - |
---|
Notes: The Ahrim Staff, mage stat wise, is the worst in the game. Granted with the full Ahrim set you can reduce your opponent's strength, which is helpful, but in normal mage clothes a regular run of the mill staff can achieve a bonus of +19 when paired with a Mage Book. The Ahrim staff cannot do this as it is two handed. Unfortunate, but true. Also the Toktz-Mej-Tal is the only staff that will offer you a prayer bonus, and with 15+ to mage as well, it's easily one of the best in the game. Would probably be the best overall if only it could cast ancients or even magic dart....
Wands
Name | Stab | Slash | Crush | Magic | Range | Strength | Prayer |
---|
Beginner Wand | 0 | 0 | 0 | 5 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 5 | 0 | 0 | 0 |
---|
Apprentice Wand | 0 | 0 | 0 | 10 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 10 | 0 | 0 | 0 |
---|
Teacher Wand | 0 | 0 | 0 | 15 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 15 | 0 | 0 | 0 |
---|
Master Wand | 0 | 0 | 0 | 20 | 0 | 0 | 0 |
---|
Defensive Bonuses | 0 | 0 | 0 | 20 | 0 | 0 | 0 |
---|
Notes: No weapon in the game will offer you as high a magic bonus as the Master Wand. The downside is that you get no free runes. It's entirely your decision whether this is acceptable or not.
Levelling Tips
Levelling mage is a pretty easy thing to do at low levels, but then all skills are. As your level increases though, you'll find yourself spending a hell of a lot of gold to get even just one more level. Unless you use Pest Control or are determined to High-Alch, but we'll get to that...
Level 1-19
Just use the strike spells, get yourself a nice feel for the skill. 19 will come fairly quickly.
19-35 OR 39
Curse spell, doesn't really matter what you use it on, just use it like there's no tomorow. Assuming you did nothing but curse from level 35 onward, it would take only 636 casts of the spell to get yo level 35. That's practically nothing.
35-55 Route A
Fire bolt to train on strong monsters. You can actually take on Steel Dragons at this level if you have an Antifire Shield + Antifire pots, you'll be invincible to them if you stand a short distance back. However, I'd be more leaning toward lesser demons and the like at this level. Purely from 35-55 using Fire bolt will cost a MAXIMUM of 4181 casts, however that is assuming you miss every time, which is rather unlikely.
35-55 Route B
Just keep on cursing. Will take you a while to do it but it's the cheapest method that is actually vialble. Will take about 4974 casts.
39-55
Crumble Undead. Just set yourself up in Varrok Sewers and you're pretty much sorted. With this version you will use a MAXIMUM of 4156, but keep in mind that it could also be as low as 2200 if you maxed out damage every time.
55+
High Level Alchemy is your best bet until either the 80s or 90s at which point Pest Control will actually pay you to level up magic faster than any method you can buy. If done correctly High-Level Alchemy will earn you money, but it is undeniably tedious and boring to do. However by this time you should be able to choose your own levelling methods. Go nuts :)
Suggested Equipment Setups
Now in this section I'll provide 3 different mage setup, one for low level or f2pers, one for mid-level players (Around the 60 mage mark or so) and the ultimate mage setup at the time of writing. Priority lies in the mage attack bonus, where there is a tie in this stat the one which gives the best overall bonuses is the one which is listed.
Low Level/F2p
Hats - Wizard Hat
Amulet - Amulet of Magic
Chests - Wizard Robe
Legs - Zamorak Robe Skirt
Gloves - Leather Gloves
Weapon - Elemental Staff
Boots - Any
Capes - Any
Books - None
Ring - Any
Total Bonuses | Stab | Slash | Crush | Magic | Range | Strength | Prayer |
---|
Offensive Bonuses | 1 | 0 | 8 | 28 | 1 | 4 | 3 |
---|
Defensive Bonuses | 3 | 4 | 2 | 19 | 1 | - | - |
---|
Mid-Level
Hats - Farseer Helmet
Amulet - Glory Amulet
Chests - Mystic Robe Top
Legs - Mystic Robe Skirt
Gloves - Mystic Gloves
Weapon - Slayer Staff
Boots - Wizard Boots
Capes - God Cape
Books - Unholy Book
Ring - Any
Total Bonuses | Stab | Slash | Crush | Magic | Range | Strength | Prayer |
---|
Offensive Bonuses | 20 | 12 | 43 | 88 | 13 | 41 | 8 |
---|
Defensive Bonuses | 14 | 19 | 16 | 71 | 3 | - | - |
---|
Ultimate
Hats - Ahrim Hood
Amulet - Amulet of Fury
Chests - Ahrim Robe Top
Legs - Ahrim Robe Skirt
Gloves - Barrows Gloves
Weapon - Master Wand
Boots - Infinity Boots
Capes - God Cape
Books - Mage Book
Ring - Seers Ring
Total Bonuses | Stab | Slash | Crush | Magic | Range | Strength | Prayer |
---|
Offensive Bonuses | 22 | 22 | 22 | 128 | 3 | 20 | 5 |
---|
Defensive Bonuses | 128 | 108 | 144 | 133 | 27 | - | - |
---|
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