Pay-to-play Magic training - OSRS Wiki
Pay-to-play Magic training
"Magic Training" is redirected here. For a free player guide, see the magic training Free-to-play section. See Mage Training Arena for min i-games.
Magic can train passively while training other skills. Until hig h-level alchemy can be used, passive training methods are troublesome and costly costs, so in order to survive the early level, there is less effort or inexpensive alternative means. Let's consider it.
At a high level, mult i-target spells and answer magic will allow you to train magic faster. Certain slayer monsters (such as dust devils, glarer Necriel, etc.) can quickly obtain slayer experience values by exploding and restraining.
In terms of macr o-like efficiency, the defensive attack style is more overall experience (1 defensive XP + 1, 33 magic XP ant i-standard level at the defensive level at a defensive level when training through battles). It can be used to get it. Defense casting is an effective way to train defense at a low level, and close combat training gives priority to power and attacks to meet the participation conditions of warrior guilds. However, standard casting may be preferred by players who want to minimize costs because they provide the highest magic experience.
Contents
- 1 level 1-55: Start.
- 1. 1 level 1-10/34: Quest
- 1. 2 Level 4-55/99: Magic bolt
- 1. 3 Level 7-21: Lv1 Enchantment
- 1. 4 Level 21-55: Lo w-level alchemy
- 2. 1 level 1-55: Crab slaughter
- 2. Level 1-55: Splash battle magic
- 2. 3 Level 43-55: Overheating element
- 2. 4 Level 45-55: Camelot Teleport
- 3. 1 level 55 or more: Hig h-level alchemy
- 3. 2 Level 65 or more: Bake the pie
- 3 Level 82 or higher: Magic Inview
- 4. 1 Slayer
- 4. 2 Kill the geeky monkeys
- 4. 3 Bandit (bandit camp)
- 4. Others
- 5. Level 71 or higher treatments 1
- 5. 2 Level 81 or higher potion share
- 5. 3 Level 80-99: Jewelry with a string
- 5. 4 Level 86-99: Board Makeup
- 6. 1 level 7-99: How to make money
- 6. 2 Level 55-80: Remote change
- 6. 3 Level 80-99: Stunning
Levels 1–55: Starting off [ edit | edit source ]
Levels 1–10/34: Questing [ edit | edit source ]
The first level can be skipped by completing a mission that gives Magic experience. Completing Witch's Potion and IMP Catcher gives a total of 1. 200 magic experience. Both quests are very short and have no conditions, so you can do it at any level.
To get a level 34 with a quest alone, you can complete Watchtower by completing Fairytale I-Growing Pains or The Grand Tree. When these three and the lumbridge guide recipe for Disaster are completed, an additional 20. 900 experience is obtained, and the player can be raised to level 34.
Levels 4–55/99: Enchanting bolts [ edit | edit source ]
Magic Bolts by Layering with Magic Bolts is one of the fastest ways to train magic, and can be done while playing or doing other activities. Ten bolts are enchanted per casting, and ten sets are done automatically every three ticks. If you time it correctly, you can speed up the process by holding down the spacebar and clicking the spell. That way you can cast a spell every tick, gaining even more experience points.
Bolts and ruffs stack, so you can easily enchant while doing other activities, such as questing, agility training, or while running. Also, casting a spell doesn't interrupt other actions.
However, this method is very costly, so it is only recommended for players who want to level up early as quickly as possible and don't mind investing a lot of GP. Players who are looking to passively train their magic while doing other things are recommended to switch to low-level alchemy at level 21. Once they reach level 55, it is recommended to switch to high-level alchemy.
Experience points and costs are shown in the table below. Please note that due to low trading volume, prices may be inaccurate. Also, some options may not be viable due to low supply.
Level Charm Drone XP/Cast Hardware Cost Each [1] Each Benefit Xp/h [2] GP/XP 4 Opal 2 1 9 860 -840 49. 500 -93. 33 7 Sapphire 1 1 1 17 1. 122 -932 93. 500 -54. 82 24 Pearl 2 1 29 1. 060 -1. 020 159. 500 -35. 17 27 Emerald 3 1 1 37 1. 611 -1. 471 203. 500 -39. 76 29 Topaz 2 1 33 3. 660 -3. 630 181. 500 -110. 00 49 Ruby 5 1 1 59 1. 562 -1. 122 324. 500 -19. 02 57 Diamond 10 1 2 67 2. 404 -1, 844 368. 500 -27. 52 68 Dramatist 15 1 1 78 10, 313 -6, 093 429. 000 -78. 12 87 Onyx 20 1 1 97 90, 884 -3, 974 533. 500 -40. 97 - Assuming that an elementary staff is used instead of a basic Lunes.
- ^ Assuming manual casting (5500 casts/h) with occasional mistakes. With manual casting, you can cast every game when you're in a pinch (6000 casts/h). Auto-casting casts at about 1/3 the speed (2000 casts/h).~2000 casts/h).
Levels 7–21: Lvl-1 Enchant [ edit | edit source ]
From level 7 to 21, enchant sapphire or opal jewelry with the Enchant LVL-1 spell. This spell can be cast manually every 3 ticks, giving 17, 5 experience points per casting.
A player can earn up to 32, 000 experience points per hour. It takes 250 castings to go from level 7 to 21.
Mini-games give more experience points and Pizazz points.
Levels 21–55: Low Level Alchemy [ edit | edit source ]
At level 21, cast lo w-level alchemy (also called "lo w-chaining") and change the items to coins. This spell can be cast every three ticks, and 31 experience values are obtained each time. This method can be performed while doing other actions, such as during quests, during flexible training, or running.
Lo w-level alchemy is applied to marks and stacks purchased from the Grand Exchange. Check the details on which items to apply lo w-level alchemy on this computer. Magic to inexpensive items such as Rune Arrow. Using expensive items (such as Rune Armor fragments) will cause a loss due to prices associated with the expensive alchemy value. For this reason, this method seems to have less loss.
Mini-games give more experience points and Pizazz points.
If you stay still, you can get up to about 60. 000 experience per hour. When performing other activities, a lower rate is expected. 5. 214 casts are required to reach level 21 to 55.
Levels 1–55: Other early training methods [ edit | edit source ]
Levels 1–55: Killing crabs [ edit | edit source ]
There is almost no attention to kill crabs in a combat spell, and you can gain experience in a relatively short time while the level is low. To do the best damage, use a higher level of combat spells. Players who want to reduce the cost of magic training can keep using fire instead of switching to more expensive bolts and spells. By using chaos gauntlet (the completion of Family Ridge) with Bolt Fire, you can get a lower maximum hit rate of the fire, gaining a high experience value without cost. If you have a lot of waiting for a repone, consider moving to a place where the spawn is dense or the crab hit points are high. If the damage from the crabs is large, consider moving to a small sponge or a low hit point for crabs.
There are three types of crabs that can be trained by players, the points are high, the defense is very low, and the damage is minimal. Walking next to it becomes aggressive and 10 minutes remains aggressive. After 10 minutes, the player has to escape far away for the length of the minimap and restore attack power. Players should choose a place where two or three spawns are aggressive at the same time.
- Ammonite Crabs on Fossil Island (requires Bone Voyage exploration). Said to be the best crabs for training, each crab has 100 hit points. Their breeding grounds are usually surprisingly crowded. They also throw unknown fossils, which can be turned into XP lamps at the Varrock Museum after cleaning. Wind Blast or higher is recommended unless you use Chaos Gloves.
- Sand Crabs found in Osidair. They have 60 hit points, no quest requirement, but are usually full.
- Rock Crabs found in Rellekka. They have no exploration requirement, and are less crowded than Sand Crabs and Ammonite Crabs, but only have 50 hit points.
It is recommended that you have at least level 30 Defense before starting Magic training on these monsters to reduce damage. If your defense is low, bring food and use defensive equipment that does not increase your Magic hit rate too much.
Equip personnel who can cast auto-combat spells. Elemental rods are recommended because they give you unlimited access to elemental runes that correspond to their type (air rods give you unlimited access to air runes). For level 30 magic and attack, use a smoke battle staff if you can afford it. This staff increases accuracy and damage by 10% when casting spells from a standard spellbook, and increases your experience rate.
Levels 1–55: Splashing combat spells [ edit | edit source ]
Casting combat spells on weak monsters gives very slow experience, but the player only needs to input once every 20 minutes. To splash, attack an NPC while wearing equipment that gives at least a-64 magic attack bonus. No damage is dealt, but the player can gain base experience by casting spells. Simply equip a talent that can automatically cast the combat spells you use (such as elemental talent), activate auto-retaliation, and interact with the game client every 20 minutes to keep splashing your opponent.
Experience depends on the spells used, ranging from 6. 600 to 37. 800 experience per hour. For more information on splashes, see this page.
Levels 43–55: Superheat Item [ edit | edit source ]
From levels 43 to 55, you can use the Superheat item to melt ore into bars. This can be cast every 3 ticks, giving 53 Magic XP per cast. This is a relatively quick way to gain Magic XP at these levels, and also gives passive Smithing XP. Casting the spell usually costs some money, depending on Grand Exchange prices.
If you increase your concentration, you can get up to 97. 000 magic experience per hour. The obtained SMITHING experience value depends on the ore used. To reach level 43 to 55, 2. 195 casters are required.
See the super heat item page for the table of experience unit prices for each type of ingot.
Levels 45–55: Camelot Teleport [ edit | edit source ]
By repeating the Camelot Teleport, you can get about 80. 000 experience per hour, and in the case of 55, you can get 5 experience points at a time. Training from level 45 to 55 requires a total rune of 1. 895 laws, and the cost is $ -278. 565. 565. Assuming that the air crew is equipped.
Passive training methods [ edit | edit source ]
After level 55, magic can be practically trained while doing other activities. In a passive training method, you can slowly earn Magic experience per hour in real time. Players who want to actively earn Magic experience should consider the following ways:
Level 55+: High Level Alchemy [ edit | edit source ]
At the level 55, cast High Level Alchemy (commonly known as "Alching") and change various items to coins. This magic can be activated every 5 ticks, and each time it is activated, 65 experience values can be obtained. This is one of the best training methods for gaining passive magic experience, so you can do it while doing other activities, and there are always items that can be purchased in large quantities (from players such as Grand Exchange and Blacksmith). You can get hundreds of coins each time you cast.
See this calculator for which items to be applied to high alchemy. It is recommended that you prepare spare funds so that you can purchase a large amount of items and natural runes at once. Cheap items need to be less funded, but usually worsen profits. Some options cannot be executed because the purchase limit is low or the necessary funds are high.
To get the best effect, perform hig h-level alchemy while doing other activities, such as quests, agility training, close combat, and farm management. When alcoholic of items, put the item on the right end of the third row so that you do not need to move the mouse.
Players can earn up to 78. 000 experience values per hour. If you perform hig h-level alchemy while doing other activities, you will get 20. 000 to 50. 000 per hour.
Level 65+: Bake Pie [ edit | edit source ]
To play Bake Pie, you need to complete the diplomatic mission of the moon.
When it comes to level 65, you can bake pie using Lunaspell's Bake Pie spells and train food. This is a relatively short time, has little effort, and gains a lot of passive magic experience. However, this method is very expensive because the amount of pie is baked, and there are some options that cannot be executed because the transaction volume is small.
Players can get up to 113. 000 passive magic experience per hour. For more information about the cost and rate of cooking experience, see the Cooking Paid Training section.
Level 82+: Magic Imbue [ edit | edit source ]
To drop Magic Imbue, you need to complete the Lunar Diplomacy mission.
At level 82, Magic Imbue can be applied to Lunar Spell. Using this spell is unnecessary for Talisman, so it is mainly used to create a lava rune (or a rune in another combination) and train a rune craft. If you train Runecraft in this way, you can gain a passive Magic experience value over time.
Like the High Level Alchemy, Magic Imbue can also be performed to obtain only Magic experience while doing other activities. Magic Imbue can be activated with one click and does not interrupt fishing or other actions. However, it can only be activated once in 21 ticks (12, 6 seconds), and it costs money.
Players can get a passive magic experience of up to about 20. 000 to 24. 000 per hour. This magic cost s-2. 60 per experience, assuming that the player has a steam combat staff (or the equivalent crater or a liver staff).
Levels 62–99: Bursting/barraging on Ancient Magicks [ edit | edit source ]
When Desert Treasure I is completed, Ancient Magicks is unlocked. The blasts and barrage spells written in this magic book can be used to defeat multiple monsters at the same time in the mult i-battle area. You can gain experience in a very short time, but it can be slightly higher depending on the spells you use and the monster you defeat.
The lower explosive spell SMOKE BURST can be used at level 62. Players can train up to level 70 in other ways, use ICE BURST, or wear better equipment (such as arcane / necklaces) so that they can do better damage. If you cast a higher level of mult i-target spells, you can expect higher damage. However, even if the level goes up, Ice Burst is still cheaper.
If you explode or get involved, use a weapon that can use ancient magic with confidence. There is no need to do that, but it takes time and time to cast spells, and it is troublesome over time. Kodai Wand gives magic damage a 15 % bonus, disabled the rune cost with a probability of 15 % when casting an attack spell, and gets an unlimited water rune, so it is the most suitable weapon to use. be. Nightmare staff also has the same magic damage bonus, but there is no run e-saving effect and no water rune is obtained, so it is a good alternative. Another good alternative is an ancient wand (or its subspecies). It has a 5 % magic damage bonus and a passive effect that increases the effects of ancient magic by 10 %. The ancient cane and the main cane have no magical damage bonus, so it is recommended only for shor t-term use.
Slayer [ edit | edit source ]
Main article slayer trainingMany slayer monsters can be killed with blast and barrier spells. This is one of the most effective ways to train a slayer and magic, and usually gains equal profits.
Monsters that usually explode and get confused by this work include Devil Dust, large Necriel, warp jelly, smoker, etc. If you use another account to lure monsters, you can kill the abyss of the abyss, Zar, and Mutan t-sucking devils.
Before you start training a slayer, you should train your magic to level 94 with the above passive training method. This allows the player to use Ice Barrage, a higher barrage spell from the beginning, to gain the fastest experience. However, Slayer training generally has a lot of passive magic, so you can start Slayer training with level 70 Magic, and you can use weak spells to level 94 Magic. In this case, the overall speed is slightly slower, but it is no longer needed to make extra efforts to train magic while training other skills.
Killing maniacal monkeys [ edit | edit source ]
Main article: Maniac Monkey/ StrategyKilling a maniac monkey in a Kuruku dungeon is the fastest way to execute magic in real time. To do this, Madness Madness II must have begun before the player reaches the crook dungeon. Geeky monkeys breed in large quantities, have a long attack power and very low magic defense, making it ideal for explosives and toasts. This method costs money, and the exact cost depends on the player's equipment.
Use equipment that maximizes your magic damage and prayer bonus. You can deal more damage for the same rune cost. Since monkeys have low magic defense, they prioritize prayer bonus after magic damage, so magic accuracy doesn't affect your damage output much.
Having two accounts to stack monkeys is recommended if the player has access to them, as it makes this method fairly low-effort.
Experience rates vary depending on the exact method, equipment, and type of spells used. With Ice Blast, you can get up to 310. 000 experience per hour. With Ice Barrage, you can get around 400. 000 experience per hour.
Bandits (Bandit camp) [ edit | edit source ]
The Killing Bandits are located two tiles west of the door in the Big Heist Lodge, and they attract the attack power of all nearby bandits, automatically stacking for their spell area. This is possible from level 68, and they can cast Blood or Blood Barrier. To do this, you will need Saradomin or Zamorak items, a staff of confidence in ancient magic, lots of rue, and the ability to fly. To kill the bandits faster and reduce the damage you may take, it is recommended to wear items that increase magic damage and combat defense. The player can gain 150, 000 magic XP per explosion hour, or 230, 000 magic XP. With defensive auto-fire, the total XP per hour is 235. 000 XP, or 305. 000 XP.
The life leech effect from Blood Leech keeps track of the damage taken, so it is unlikely that you will die here unless the auto-retaliation is disabled after the 20 minute AFK timer. This method is especially useful for minimizing input into the game. Even something as simple as having the arrow keys widgetized counts towards preventing the AFK timer. However, this method is quite costly: 752. 000/hour, -2. 720. 400 for Barraging. It costs 720. 400 and does not recover from monster drops, unlike the Slayer method.
Other [ edit | edit source ]
For players who haven't yet started Monkey Madness II but have $65 to spend, the exploding demon dust in the Catacombs of Kourend is a cheap alternative to the maniacal monkeys, and there are also some valuable drops that offset the cost of runes.
For accounts with low slayer levels, exploding temple spiders in the East Forts dungeon is another option. You should protect your melee with a 43 prayer or reduce damage with blood spells. These spiders cast a fair amount of herbs, seeds, alchemy, various runes, etc., so you can cover the cost of prayer potions and runes.
Furthermore, those with fire cloaks can train with TzHaar-Ket in the Inner Circle of Mor Ul Rek. This method is time-consuming, but still much faster than the other methods, and also has a chance to get armor and weapon drops from obsidian. This is the same experience as training the Skeletal Apes in the Ape Atoll dungeon in Monkey Madness I.
Lunar spells [ edit | edit source ]
Completing the Moon diplomacy mission will unlock the Moon Spellbook. Many of the spells this spellbook offers provide good experience, and some can be crafted with gp for materials while you're at it.
Level 71+ Cure Me [ edit | edit source ]
Starting at spell level 71, or level 65 with boosts, sending Cure Me from the Moon Spellbook can give you up to 414. 000 XP per hour in optimal cases, at a cost o f-4. 064. 100 per hour (not including prayer potions). Cure Me can be cast once per game (0. 6 seconds), and the Araxytes in the Morytania Spider Cave can keep giving you Venom. Wear armor with the highest prayer bonus possible, such as Protector Armor, Vestments, and Ring of the Gods (i). Bring a prayer potion and a rune case with Astral, Law, and Space runes to cast Cure Me. Find a part of the cave where no other players have killed Araxytes, cast Protect from melee, and have at least two Araxytes attack. Click the Cure Me spell at least once every 0. 6 seconds. This can easily be timed with a metronome or by watching the XP drop in the corner. There is no need to click on unnecessary content, and the spell has a limit on how fast it can run, so adjust the speed of your clicks depending on how often you get the game's messages. You still can't activate it. Doing this method from magic level 71 to magic level 99 will take abou t-104. 311. 900, or about 30 hours in total.
After level 74 Magic, Cure Group becomes available and you can get an additional 30. 000 XP per hour compared to my Cure in a similar way, but at an additional cost o f-1, 014. 300 per hour and it must be a second account that is poisoned. It is possible to cure another patient, but it takes twice as many clicks and gives less XP per hour. The usage cost is fairly low, -1. With an Earth Wand or similar, it i s-780. 200 per hour.
Level 81+ Potion share [ edit | edit source ]
From magic level 81 or before, if you have access to reinforcements, you can optimally get up to 140. 000 XP per hour by casting stat recovery potions from the Moon Spellbook, at a cost o f-422. 625 per hour. This method requires a second player, but it is fairly easy to find players standing around a bank that can be used to cast this spell. Alternatively, just stick with 1 dose potions and you won't have to worry, but the XP/HR will be lower due to the time spent in the bank.
From level 84 Magic onwards, Boost Boost Play becomes available.~5. 000XP/HR compared to STAT recovery, but instead take s-576, 150/HR. I recommend using attack potions for this.
Levels 80–99: String Jewellery [ edit | edit source ]
It takes relatively little effort to cast string jewelry with the Moon spell. It takes 1, 8 seconds per charm, or 48, 6 seconds for a stock, and gives 4 craft XP and 83 magic XP per charm. Clicking once will compromise each talisman in your stock, giving you XP for each talisman. I recommend using Battlestaff mud.
A player can get up to 150, 000 magic XP (including 6, 265 craft XP) per hour.
Levels 86–99: Plank Make [ edit | edit source ]
To start Plank Make, you need to complete the Mentor Dream Quest.
At level 86, the player can automatically cast mahogany logs. In this method, you can cast about 90. 000 magic experience per hour, that is, about 1. 000 times. One stock is about 90 seconds, which is quite inactive. Alternatively, players can manually build boards on each log. You can get the magic experience of 000. By casting Magic Imbue between the 7th manual cast of Plank Make, you can get more than 180, 000 magic experience per hour.
The only drawback is that it costs a large amount of mahogany logs and that the spell is locked behind Dream Mentor. By managing Miscellania, you can clear the royal problem and then save mahogany raw wood at a discounted price.
Other methods [ edit | edit source ]
Levels 7–99: Profitable methods [ edit | edit source ]
After finding a person who can make money constantly, it may be a good idea to train magic in the fastest but accurate way, but it is also possible to train magic without losing. There is no way to benefit from Level 7, so it is recommended that new players who want to train magic as soon as possible to get the IP capture quest after obtaining the pearl money from the security fortress.
Check if the most profitable items in the jewelry computing machine are enchanted, and check the current profitable items on each spell page before purchasing. Some spells require additional quests and tasks to use. Before buying a spell material, make sure that the spell can be used, and know the mechanism of the spell itself before casting the spell can prevent the material wasted.
level image Methods and information XP each time you sing XP/H Necessary investment amount per cast Profit per cast 7-27 Charms sapphire jewelry using LVL-1 enchantment. Assuming that all the materials are available, you can enchant about 1. 600 items per hour, but if you sell finished products with the ground exchanges and buy runes and rings, this number will decrease. The 7-27 training requires a 519 cast and 93. 420 net, and it takes about 20 minutes except for the buying and selling of the material. 17. 5 28. 000 563 180 27-49 Use the LVL-2 enchantment to change the emeralding to duel ring. Assuming that all the materials are available, you can enchant a ring of about 1. 600 pieces per hour, but if you sell finished products with the ground exchanges and buy more rounds and rings, this number will decrease. Training from 27 to 49 requires a cast of 2. 216 times and a ne t-255. 120, which takes about 80 minutes, except for the buying and selling of materials. In the LVL-2 enchantment, the list of profitable items changes. 37 59, 200 764 -120 49-55 Charms ruby and toopaz jewelry using LVL-3 enchantments. This level is more unstable and may need more investment. In the LVL-3 enchantment, it is better to keep an emerald ring because the emerald ring may be damaged. Assuming that all materials are available, you can enchant a ring of about 1. 600 pieces per hour, but if you sell finished products with Grand Exchange and buy more rounds and rings, this number will decrease. 49-55 training requires 1. 270 casts and a net 55. 880, which takes about 48 minutes except for the buying and selling of the material. 59 94. 400 3. 232 44 55 Hig h-level alchemy hig h-level alchemy can be cast up to 1. 200 times per hour, and there are many tools and computers that can be used to confirm that cast items can make profits. Check the protection function of the calculator and try only one item before purchasing in large quantities. After level 55, there is no more effective training method, so let's choose the one that suits you from the following. 65 78. 000 others? Check this computer others? Check this computer Bonus: 55-99 Some players decide to continue hig h-level alchemy to level 99. This takes 165 hours, but depending on the selected item, you can get millions of prizes. To reach level 99, you need 197. 966 casting. 65 78. 000 others? Check this computer others? Check this computer 56 Water casting balls have a lot of profit per hour, but need to run around tallery dungeons. Use a water cane to save costs. In the case of an agility of 80, about 505 shots per hour, 450 shots per hour for an agility of 70, and 280 water bullets in the case without agility shortcuts. 66 33. 300 488 263 57 Enchard the diamond jewel using the LVL-4 enchantment. Diamond jewelry tends to need a large amount of investment, making bullets more effective. Still, it is possible to reduce profits, and if you have enough money, you can expect more than 100. 000 magic experience per hour. 67 111. 300 2. 145 111 60 Casting land roads will make a lot of profits per hour, but there is a risk of being pked by the existence of the desert. Use Earth Crew to save costs. Approximately 525 soil games can be made per hour. 70 36. 500 488 267 63 Using Charge Fire Orb has a large profit per hour, but you need to pass through Taverley Dungeon. Use fire cans to save costs. In the case of an agility of 80, about 525 fire orbs can be cast per hour, and for 70 agility, 450 pieces can be cast up to 280 in the case without agility shortcuts. 73 38. 000 488 551 66 Air orb's cargo susting has a good profit per hour, but needs to run through the edge Wild dungeon desert. You can save costs by using a personal air or orb. It is strongly recommended to bring only 81 Cosmic runes per movement in case of killing by other players. 76 40. 000 488 817 68 Enchard Dragon Stone jewelry using the LVL-5 enchantment. At this level, players who do not have a gold to invest tens of millions of coins are impossible to enchant a jewel. These experiences do not use automatic auto cast. 78 124. 800 11. 624 455 71 Hunter kit can provide a certain profit by using Land Staff. (Notes: To use a hunter kit, it is necessary to complete the dream mentor.) 70 52. 000 222 1. 141 76 Flax spins can be used to get magic and craft. Use personal air with the lowest rune cost. 75 77, 600 338 −8 77 Make a super glass. Use BattleStaff smoke and huge seaweed for the most effective stock. Convert full stock. Each cast uses three giant seaweeds and 18 cups of buckets. Even if you do not pick up the melted glass, the experience and acquisition amount per hour are the maximum. 78 46. 800 1, 113 1. 363. 80 78 Black leather cast. Use fire cans with the lowest rune cost. Ticks up to 5 skins with one casting. Completion of fremnic hard log is required. 81 132. 000 21. 328 807 80 String jewelry. Use battle staff mud for the lowest rune consumption. 83 150. 000 3. 011 281 86 Board cast. Use the land wand at the lowest rune cost. The completion of the dream mentor is required. 90 166. 000 Levels 55–80: Tele-alching [ edit | edit source ]
"Tele Alching" is a method that combines two elements, hig h-level alchemy and teleport. To do this, perform any teleport after chanting a high level of alchemy, and then wait 3 games (1, 8 seconds). Therefore, it is possible to cast hig h-level alchemy and teleport spells within 5 games. Immediately after applying alchemy on the item, return to the magic tab with the "F" key, click on teleport spells quickly, and you can perform alchemy and teleport at the same time, gaining both experience. However, only teleport spells see teleport animation. This method is most compatible with the teleport spell of High Alchemy and Civitas Illia Fortis. These spells are nearby, and the mouse movement while clicking is less.
Camelot's telecore is the cheapest telecor that requires a maximum experience value of up to 144. 600 per hour for a maximum of 144. Camelot's telecore per hour, and requires one Rune method per teleport. Ardunyu's telecor has a maximum of 151. 200 experience per hour, but it is quite expensive because one rune method is added per teleport. Furthermore, if EADGAR'S RUSE has been completed, and there is enough speed and sufficient accuracy, you can consider Tereal in Trollheim at level 61. To minimize the distance between a hig h-level alchemy spell and a teleport spell such as Camelot Teleport, you can filter the combat spells from a spell.
Levels 80–99: Stun-alching [ edit | edit source ]
STUN-ALCHING can be used in level 80 Magic, but it is much more expensive than high Alchemy, which is generally profitable or free. The player must cast HIGH ALCHEMY, then cast Stun to the NPC, and repeat it until he wants it. To do so, mud combat staff (free soil/ water runes can be obtained), a set of metal armor like iron (full head, plate, footplate, kite shield), and magic attack bonuses. You will need a D'Hide Vambrace to do, then you will be able to activate stun spells and put it on the same target continuously without waiting for your physical strength to recover. You can find an appropriate NPC in the location. It is a good place for the basement of Yanir's magic guild. Equipped with granite handle, granite legs, fighter torso as needed, and keep the attack bonus belo w-65 or less with fire and mud. There is a possibility of experience value 184. 000 yen per hour.
By adding a teleport to this spin, you can play game ticks without indispensable. By using ARDOUGNE teleport as an option, you can always be within the scope of the Guardian and make it stun. With this experience, you can engrave up to 256 rhythms per hour. This method may not be preferred because it has a very large number of clicks.
Comparison of magic weapons [ edit | edit source ]
Magical weapon comparison table (
)name Necessary level Magic attack Magic damage price remarks The shadow of Tumken - 52 per buil t-in magic 1 charge.
- The buil t-in magic damage changes according to the player's Magic level, and if there is no magic damage bonus, it will rise to 34 out of 34.
- It has a passive effect that triples the magic damage of the magic attack bonus and equipment. The increase in magic damage is limited to 100%overall.
- Because this spell is buil t-in, players do not need to put runes into the inventory, and can use the Arseus spells, moon spells, and ancient magic while using this cane.
- Currently, the magic attack bonus is the second highest (before passive effect), and the magic defense is the second highest alongside Kodai Wand.
- Only Standard Spells can be aut o-cast.
- The attack speed of the standard spells is 1 faster, comparable to the dynamic staff speed.
- Other than that, it has the same bonus and privilege as nightmare staff.
- You can automatically teach both ancient magic and standard spells.
- It consumes 55 % of the player's special attack energy, and has a large damage that increased the hit rate by 50 %. This attack does not consume runes.
- Other than that, it has the same bonus and privilege as nightmare staff.
- You can automatically teach both ancient magic and standard spells.
- It consumes 55 % of the player's special energy energy, causing great damage, and has a special attack that recovers the player's prayer points by 50 % of the damage he did. This attack does not consume runes.
- Other than that, it has the same bonus and privilege as nightmare staff.
- Slightly stronger than Swan Putland, the same status is one damage high.
- 3 required per buil t-in spell charge.
- The damage to the buil t-in spells changes according to the player's Magic level and rises to 32 out of 99 stages.
- With the probability of once every six times, recovers only half of the damaged damage.
- Bind the poison cane of the dead and the trigemade of the swamp, gaining the third highest magical attack bonus.
- Because this spell is buil t-in, players do not need to put runes into the inventory, and can use the Arseus spells, moon spells, and ancient magic while using this cane.
- Can automatically cast Ancient, Arceus, and Standard spells.
- Can use Water runes unlimitedly while equipped.
- When a combat spell is cast with this staff, there is a 15% chance that the rune cost of the spell is negated.
- Currently has the second highest magic attack bonus and is tied with Tumeken's Shadow for the second highest magic defense bonus.
- Has the same effect as the Sea Trident, but with a +10 magic attack bonus.
- Requires 5 1 1 and 1 Zurah Scale (instead of coins) per built-in spell charge, and can hold up to 2 500 charges. The improved version can hold up to 20. 000 charges, but requires 10 Kraken Tentacles to create.
- The damage of the built-in spell scales with the player's magic level, and can go up to 31 out of 99.
- Has a 25% chance of poisoning the target.
- Combined with Sanguinesti staff and Toxic of the dead, it can give the third highest magic attack bonus.
- Because this spell is buil t-in, players do not need to put runes into the inventory, and can use the Arseus spells, moon spells, and ancient magic while using this cane.
- Automatically casts Arceus spells.
- Not tradable. Crafted with 74 Crafting pains.
- Has a passive effect that doubles the bonus of demon spells.
- Currently has the highest magic attack bonus (without considering the passive effect of Tumeken's shadow) and magic defense.
- Automatically casts Flames of Zamorak, Magic Dart, Crumble Undead, Arceus, and standard spells.
- Has the same effect as the staff of the dead, but with an additional +8 magic attack bonus.
- Requires Zulrah scale to recharge (max 11. 000).
- Has a 25% chance to poison opponent.
- Binds to Sanguinesti staff and Swamp trident for third highest magic attack bonus.
- Can autocast Saradomin Strike, Magic Dart, Crumble Undead, and standard spells.
- Also counts as Saradomin and Zamorak item in God Wars.
- Otherwise has the same bonuses and perks as Staff of the Dead, and can autocast Flames of Zamorak and Arceuus spells.
- Can auto-deliver Claws of Guthix, Magic Dart, Crumble Undead, and standard spells.
- Otherwise has the same bonuses and perks as Staff of the Dead, and can autocast Flames of Zamorak and Arceuus spells.
- Automatically casts Flames of Zamorak, Magic Dart, Crumble Undead, Arceus, and standard spells.
- It has a special attack that halves all melee damage the player takes for 1 minute, which stacks with the PvP damage reduction prayer "Protection from Melee". It consumes 100% of the player's special attacks.
- When using a melee attack with the staff, there is a 1/8 (12, 5%) chance of canceling the rune cost of the spell.
- When used as a melee weapon, it is currently the strongest staff, surpassing the Ancient Staff and Iban Staff, and provides +17 magic defense.
- It counts as a Zamorak item in God Wars.
- It has a built-in spell, and each time it is cast, it consumes 5 runes and 10 coins. It can have up to 2, 500 charges. The improved version can hold up to 20, 000 charges, but requires 10 Kraken tentacles to craft.
- The damage of the built-in spell scales with the player's magic level, rising to 28 at 99.
- It has a weapon speed of 4 (same as a scimitar/whip), but only 5 (same as a longsword) for other combat spells.
- Because this spell is buil t-in, players do not need to put runes into the inventory, and can use the Arseus spells, moon spells, and ancient magic while using this cane.
- It can automatically cast the spells Magic Dart, Crumble Undead, Arceus, and Wave and Surge.
- It has 2, 500 charges, which are charged with Slayer's Enchantment.
- When using Magic Dart on the player's slayer job, the maximum hit is 13 + (player's magic level / 6), rounded down, and each hit consumes 1 staff charge.
- Otherwise, it has the same effect as a slayer's staff.
- You can automatically teach both ancient magic and standard spells.
- Can automatically cast Arceus spells and standard spells.
- Can automatically cast ancient magicks if equipped with Aalim the Blighted gear and the Amulet of the Cursed.
- Can automatically send ancient magicks and enhance the effect of that spellbook by 10%. Can also automatically send general spells.
- Need to complete "Secrets of the North", which is created by talking to Eblis to combine the ancient staff with the ancient image.
- 52 per buil t-in magic 1 charge.
- The damage of built-in spells scales with the player's Magic level, going up to 24 out of 99 if there is no magic damage bonus.
- Because this spell is buil t-in, players do not need to put runes into the inventory, and can use the Arseus spells, moon spells, and ancient magic while using this cane.
- When attacking the NPC in the wilderness, the magic hit rate and damage are added by 50 %. This effect is stacked with Slayer helmet and Salve Amulet.
- It consumes 50 % of player's special attack energy, and has a special attack that gives an attack with an increase in damage and hit rate by 50 %. If you succeed, you will reduce the target defense and magical power by 15%.
- Standard version:
- Damage changes according to the magic level.
- Because this spell is buil t-in, players do not need to put runes into the inventory, and can use the Arseus spells, moon spells, and ancient magic while using this cane.
- You can automatically sing Flames of Zamorak, standard spells, and Ancient Magicks.
- Can automatically cast Ancient, Arceus, and Standard spells.
- It requires 240 Telekinetic Point, 240 Alchemist Points, 2400 Enchantment Points, 240 Grave Yard Points, and needs to be equipped with a master wand or on the player's inventory. Therefore, there is no cost than the rune spent on Mage Training Arena.
- When attacking the NPC in the wilderness, the magic hit rate and damage are added by 50 %. This effect is stacked with Slayer helmet and Salve Amulet.
- Standard version:
- Damage changes according to the magic level.
- Because this spell is buil t-in, players do not need to put runes into the inventory, and can use the Arseus spells, moon spells, and ancient magic while using this cane.
- You can automatically sing Flames of Zamorak, standard spells, and Ancient Magicks.
- It is necessary to cast a god magic, but it cannot be used for automatic transmission.
- If you have a corresponding God cloak, you can use a charge spell that increases God Spell damage by 50 %.
- Only personnel can sing IBAN BLAST.
- You can cast standard spells with aut o-cast IBAN BLAST.
- The charge is 120 (upgraded 2. 500), 1 charge when used for NPC, and 2 charges for other players.
- The maximum success rate of Ivan Blast is 25.
- You can automatically teach both ancient magic and standard spells.
- Currently, when used as a han d-held weapon, it is the third most powerful cane after (toxic) Staff of the Dead and Achrim Staff.
- It can automatically cast the spells Magic Dart, Crumble Undead, Arceus, and Wave and Surge.
- The runes required to cast Magic Dart are much cheaper than the same level of spells.
- Magic Darts have a maximum hit rate of 10 + (player's magic level / 10), rounded up.
- They automatically claw Guthix, shatter undead, and cast waves and spells.
- They can automatically cast standard spells.
- Fire and air are unlimited.
- Spellbook template combat spells have a 10% increase in hit rate and damage.
- Unique and versatile two-handed weapons make all three combat styles easier to use.
- They cannot autocast spells, but instead have their own magic attacks, similar to how powered staves have built-in spells.
- Salamanders deal damage using a unique formula that uses a hidden "magic damage bonus" unique to each lizard type.
- They can automatically cast standard spells.
- Prayer boost is +6.
- They can cast Arceus' auto-spells and standard spells. They can also automatically shatter.
- They can automatically cast standard spells.
- They can get unlimited runes of each element.
- Elemental containers (air, water, earth, fire) provide one type of rune.
- Combinations of beams (lava, mud, mist, dust, steam, smoke) provide two types of runes.
- Standalone? Value of tortured assemblage used to craft the staff.
- ^ Reverts to standard Slayer staff when class is depleted and Slayer Charisma needs to be reassessed.
- ^ Cost of repairing broken personnel.
- ^ Cost of repairing broken personnel and upgrading to Ivan(U) personnel.
- ^ Cost of 250 Void Knight commendation points.
- ^ Does not show in equipment stats, only applies to spellbook templates.
Quests for Magic experience [ edit | edit source ]
Main articles: Quest XP RewardsSearch EXP Rewards EXP Rewards Search Quest XP EXP Rewards Magic Requirements Other Requirements Witch Potion 325 - - Impel Catcher 875 - - Fairy Tale I - Growing Pains 1. 000 - - Spirit of the Stepping Stone 1. 000 33 37, 37, 37 Giant Dwarf 1. 500 33 14, 12, 16 Big Tree 2. 150 - 25 Lumbridge Guide Sidequest 2. 500 - 40 Terror from the Deep 4. 662 - 35 The Ransom King 5. 000 45 65 Diplomacy of the Moon 5. 000 65 61, 40, 49, 5, 60, 55 Enakura's Lament 7. 000 39 50, 45, 43, 45 Dreamer 10. 000 65 32, 85, 61, 40, 49, 5, 60, 55 Grophri's Eyes 12, 000 46 5, 45 () Swan Song 15, 000 66 100, 62, 62, 45, 42, 40 Observatory 15, 250 15 15, 25, 14, 40 Desert Treasure 20, 000 50 53, 50, 10 Total 103, 262 Playaccepted